Id OozeCreature 7
Source Pathfinder Adventure: Crown of the Kobold King
Perception +15 (motion sense 60 ft, no vision)
Languages Common, Undercommon, (can't Speak Any Language); Telepathy 60 Ft
Skills Athletics +16, Deception +15, Occultism +15, Stealth +15
Str +5, Dex +2, Con +4, Int +2, Wis +4, Cha +4
AC 21; Fort +15; Reflex +13; Will +17;
HP 105
Speed 10 feet (climb 10 feet, swim 20 feet)
Immunities acid, critical hits, precision, unconscious, visual
Resistances Piercing 5, Slashing 5
Pseudopod +18 (+14, +10) to hit (agile) 1d6 Acid + 2d4+8 Bludgeoning
Telepathy 60 feet (aura, divination, magical)
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
An id ooze's acid damages only metal and organic materials, not stone.
Manipulate Ooze (enchantment, occult)Frequency once per turn
Effect The id ooze manipulates the senses and impulses within a mindless ooze of the id ooze's level or lower within 30 feet, issuing it telepathic orders to undertake a specific action. The orders must be simple, such as a directive to attack a specific target in preference to another, or to hold ground in a spot to protect a location, or even to adjust its positioning and body to form crude shapes or symbols. A manipulated ooze performs the direction to the best of its ability on its next turn, after which it returns to its normal behavior.
Motion Sense 60 feetAn id ooze can sense nearby creatures through vibration and air or water movement.
Puddled AmpushTrigger A creature enters or interacts with a space occupied by an id ooze
Requirements Initiative hasn't yet been rolled
Effect The id ooze automatically notices the creature, then makes a pseudopod Strike against one creature adjacent to itself before rolling initiative.
Constrict1d4+8 bludgeoning plus 1d6 acid, DC 25 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.
Occult Innate Spells (DC 25, +17 to hit)
Cantrips (4th Level): Daze
1st Level: Fear, Phantom Pain
3rd Level: Hypnotic Pattern
4th Level: Confusion
Not all oozes are mindless predators capable of little more than ambushing and consuming prey. The id ooze is a thinking, calculating creature with the capacity to carry out complex plots and plans-not always to secure a meal. Left to its own devices, an id ooze is just as content to spend decades or even centuries in introspective philosophical pursuits as it is to crawl through the underground rivers and moist caverns it prefers to call home.
An id ooze can derive sustenance from the consumption of organic material, but without easy access to plants or animals to eat, they can subsist in a state of semi-hibernation for centuries while slowly absorbing residual psychic energies in locations that have been host to powerful emotions, such as long-standing temples that once hosted generations of worshippers, settlements that endured horrific wars or devastating disasters, or even just the home of a powerful occult spellcaster whose thoughts left marks upon the walls long after they moved on.
An id ooze prefers water but is equally at home on land. The slimy creature appears as a patch of water until it attacks, when its gelatinous body piles up on itself to form a single pseudopod that strikes like an angry snake.
Traits
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.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.