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Aquatic OozeCreature 4


UncommonNMediumAquaticMindlessOoze
Source Pathfinder #182: Graveclaw
Perception +8 (motion sense 60 feet, no vision)
Languages none
Skills Athletics +11, Stealth +10
Str +5, Dex +2, Con +4, Int -5, Wis +0, Cha -5

AC 14; Fort +12; Reflex +10; Will +8;
HP 60
Speed 10 feet (climb 10 feet, swim 10 feet)
Immunities acid, critical hits, mental, precision, unconscious, visual
Resistances Slashing 5, Piercing 5

Pseudopod One Action +13 (+9, +5) to hit (agile) 1d6 + 5 Bludgeoning + 1d6 Acid

Motion Sense

A gray ooze can sense nearby creatures through vibration and air or water movement.

Puddled Ambush Reaction

Trigger A creature enters a space occupied by a gray ooze

Requirements Initiative has not yet been rolled


Effect The gray ooze automatically notices the creature, then makes a pseudopod Strike against one creature adjacent to itself before rolling initiative.

Constrict One Action

1d6 bludgeoning damage plus 1d6 acid damage, DC 21 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Gray Ooze Acid

A gray ooze's acid damages only metal and organic materials, not stone.

Paralysis (incapacitation)

A creature hit by the ooze's pseudopod is Paralyzed unless it succeeds at a DC 19 fortitude save. A victim can attempt a new save to recover at the end of each of its turns.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


These dangerous oozes are the bane of any who travel through swamps, marshes, or damp caves. Easily masquerading as pools of clear water or patches of wet stone, gray oozes lie in wait for unwary victims to reach down for a drink or step into what appears to be a puddle, then lash out with whiplike pseudopods to ensnare and consume their hapless prey.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.