Ooze, Plasma

This amorphous blob of violet energy ripples like a globe of floating liquid. It periodically lashes out with tendrils of blue light.

Plasma Ooze CR 16

XP 76,800
N Gargantuan ooze
Init +0; Senses blindsight 60 ft.; Perception -5; Aura magnetic pulse (30 ft., DC 27)

DEFENSE

AC 6, touch 6, flat-footed 6 (-4 size)
hp 241 (21d8+147)
Fort +14, Ref +7, Will +2
Defensive Abilities split (slashing or sonic, 46 hp); DR 15/—; Immune acid, electricity, bludgeoning and piercing damage, ooze traits; Resist cold 30

OFFENSE

Speed fly 30 ft. (perfect)
Melee slam +24 (4d6+19 plus 4d6 electricity, 4d6 fire, and grab)
Ranged 1d4 plasma rays +11 touch (4d6 electricity plus 4d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (4d6+19 plus 4d6 electricity and 4d6 fire), engulf (DC 33, 4d6 electricity plus 4d6 fire)

STATISTICS

Str 36, Dex 11, Con 24, Int —, Wis 1, Cha 1
Base Atk +15; CMB +32 (+36 grapple); CMD 42 (can’t be tripped)
Skills Fly +8
SQ no breath

SPECIAL ABILITIES

Magnetic Pulse (Su)

A plasma ooze is surrounded by an aura of magnetism that allows it to attract metallic objects and creatures. At the start of the ooze’s turn as a free action, the ooze makes a combat maneuver check against all metallic creatures, all creatures wearing metal armor, and all creatures wielding metal weapons within 30 feet. If it beats the CMD of a metal or armored creature with this check, that creature is pulled 10 feet closer to the ooze and cannot move away from the ooze for 1 round. If this causes the creature to move into a square occupied by the plasma ooze, the ooze can attempt to engulf that creature as a free action. If it beats the CMD of a creature wielding a metal weapon, that weapon is disarmed and pulled 10 feet closer to the ooze. Unattended metal objects of size Large or smaller are automatically pulled toward a plasma ooze. This magnetism is supernatural in nature and affects all metal objects.

Plasma Ray (Su)

As a standard action, a plasma ooze can fire 1d4 plasma rays at up to 4 separate targets within 60 feet (no more than one ray can attack a single creature). Each ray deals 4d6 points of electricity damage and 4d6 points of fire damage on a hit.

ECOLOGY

Environment any
Organization solitary
Treasure none

Massive and devastating, plasma oozes are mysterious, extraterrestrial beings made of superheated electromagnetic sludge. While their origin is not fully known, it is widely accepted that plasma oozes are not from this world. Some scholars believe they dwell in the sun, while others maintain they hail from the Plane of Fire. That plasma oozes have been encountered in both of these locations does little to help solve the debate.

A plasma ooze flies by somehow interacting with gravity and magnetic waves, drifting through the air in a manner similar to the way a jellyfish swims in water. This creature’s only real purpose is to consume, and it prefers to do so by drawing prey into its fiery, electrified core. Scholars find it curious that while a plasma ooze can only attract and repel metallic substances, the thing can only digest organic matter, and rather slowly at that.

Survivors of plasma ooze attacks are rare, but such victims describe the pain of being struck by one’s rays as like being pulled apart piece by piece. Wounds left by a plasma ooze’s touch resemble hideously melted burn scars.

A plasma ooze is 20 feet in diameter and weighs 6,000 pounds.

Variant: Plasma Ooze, Force (CR 16)

[Source]

Completely invisible creatures, legends say force oozes are created from the blood of great wyrm force dragons, and can been encountered anywhere, but most often in extremely isolated locales.

AC 26, touch 26, flat-footed 26 (-4 size, +20 deflection); this replaces a plasma ooze’s normal AC and split defensive ability.

Force Damage (Ex)

A force ooze deals plus 8d6 points of force damage (see Melee, Constrict, and Engulf); this replaces a plasma ooze’s plus 4d6 electricity, 4d6 fire.

Displacement (Ex)

A force ooze’s body distorts the light around it so that it is hard to discern the ooze’s exact location, this functions as a continuous displacement spell, giving the ooze concealment (50% miss chance). Objects and creatures that are engulfed ignore this ability.

This replaces a plasma ooze’s immunity to bludgeoning and piercing damage.

Immune to Force (Su)

A force ooze cannot be harmed by any force effect, including magic missiles, explosive runes, mage’s sword, beads of force, or any other spell or effect with the Force descriptor. It can move freely through barriers made of force, such as a wall of force. This replaces a plasma ooze’s immunity to electricity.

Natural Invisibility (Ex)

This ability is constant—a force ooze remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the force ooze gains a +20 bonus on Stealth checks when moving, or +40 when standing still—these bonuses are not included in the statistics above. A creature that can see invisible creatures must still contend with the ooze’s displacement ability; objects and creatures who are engulfed gain the benefit of this effect.

This replaces a plasma ooze’s immunity to acid and resist cold.

Force Spear (Su)

As a standard action, a force ooze can fire 1d4 force spears at up to 4 separate targets within 60 ft. (no more than one spear can attack a single creature). Each spear deals 8d6 points of force damage.

The subject must also make a successful Fort save (DC 27), or the spear impales the creature and while it does not continue to deal damage, the spear lodges itself into the Ethereal Plane and holds the creature in place, inflicting the pinned condition upon the creature for 1 minute. The creature can escape from the spear as a standard action by making a Combat Maneuver or Escape Artist check (DC equal to its CMD, 42, this does not provoke an attack of opportunity). A successful saving throw negates the pinned condition but does not reduce the damage. The save DC is Constitution-based.

This replaces a plasma ooze’s plasma ray special attack and magnetic pulse aura.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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