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Chromatic OozeCreature 18


RareNLargeMindlessOoze
Source Pathfinder #174: Shadows of the Ancients
Perception +30 (motion sense 240 feet, no vision)
Languages none
Skills Athletics +35
Str +9, Dex -5, Con +10, Int -5, Wis +0, Cha -5

AC 28; Fort +33; Reflex +16; Will +20;
HP 550
Speed 20 feet (climb 20 feet, swim 20 feet)
Immunities critical hits, mental, precision, unconscious, visual

Pseudopod One Action +35 (+30, +25) to hit (reach 10) 3d10+17 Bludgeoning

Caustic Aura (alchemical, aura, olfactory)

90-foot emanation Aura

The chromatic ooze emanates noxious chemicals into the environment. A creature that enters the aura or starts its turn within it is Sickened 1 unless it succeeds at a DC 37 fortitude save. Creatures with the scent ability or a particularly heightened sense of smell are Sickened 2, or sickened 1 on a successful Fortitude save. Creatures in the aura can't recover from the sickened condition.

Chromatic Shift Reaction

Trigger The chromatic ooze takes acid, cold, electricity, fire, or poison damage


Effect The chromatic ooze changes its color based on the triggering damage (to dark green, pale blue, dark blue, red, or light green, respectively) and gains resistance 20 to the triggering damage. If it already had resistance to another damage type from this ability, it loses the resistance to that damage type and gains weakness 20 to it. If it already had weakness to another damage type from this ability, it loses that weakness. After 1 minute, the chromatic ooze returns to its usual rippling, multicolored hue and loses the resistance and weakness from this ability.

Motion Sense

A chromatic ooze can sense nearby motion through vibration and air movement.

Chromatic Slam

The ooze's pseudopod Strikes deal an additional 2d10 damage of the same type it resists from its Chromatic Shift ability, if any.

Greater Constrict One Action

3d10+13 bludgeoning damage, DC 40 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. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Pseudopod Eruption Two Actions

The chromatic ooze concentrates its mass into several pseudopods, increasing its reach to 30 feet until the end of its turn. It then Strikes at up to four different creatures within its reach. This counts as two attacks for the ooze's multiple attack penalty, but the penalty doesn't increase until after it makes all the attacks.

Improved Grab Free Action

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.


Chromatic oozes result from the worst kind of alchemical mishaps: attempts to combine as many types of elemental damage as possible into a single alchemical substance. Although the source of these alchemical concatenations are as varied as the alchemists who attempt to distill them, one of the most common methods for creating them involves combining the essences of multiple types of chromatic dragons together using eldritch alchemical processes. When this type of experimentation goes dangerously wrong-as it often does-the result is a combination of terrible elemental power with the mindless destructive power of an ooze. A chromatic ooze is a rippling, seething substance that shifts through several different colors, but chemical reactions within the ooze can lock its energy and its color into a specific phase for a short time. Whether a chromatic ooze's destructive urges derive from the frustrated ingenuity of an alchemist creator or from the hunger of the chromatic dragons that so often constitute these oozes' forms, the best way to deal with a chromatic ooze is to stay out of its way.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.