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OmoxCreature 12


UncommonCEMediumDemonFiendOoze
Source Pathfinder Bestiary 3
Perception +22 (greater darkvision)
Languages Abyssal, Celestial, Draconic, Telepathy 100 Feet
Skills Acrobatics +24, Athletics +23, Religion +20, Stealth +24
Str +7, Dex +3, Con +7, Int +2, Wis +4, Cha +4

AC 25; Fort +25; Reflex +21; Will +20;
HP 395
Speed 40 feet (climb 20 feet, swim 80 feet)
Immunities acid, critical hits, disease, poison, precision
Weaknesses Coldiron 10, Good 10

Sludge Tendril One Action +25 (+20, +15) to hit 2d6+13 Bludgeoning + 2d6 Acid + 1d6 Evil
Slime Ball One Action +24 (+19, +14) to hit (range increment 30) 2d4+13 Bludgeoning + 1d6 Evil + 2d6 Acid

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 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.

Cleanly Vulnerability

An omox embodies filth, and they find the concept of cleanliness abhorrent. An omox subjected to an effect that cleans them, such as the tidy command of Prestidigitation, takes 2d6 mental damage.

They also take this damage the first time each round a creature hit by one of the omox's attacks spends actions cleaning off the filth.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Grab Weapon Reaction (concentrate)

Trigger A creature hits the omox with a melee weapon.


Effect The omox attempts to Disarm the triggering creature. On a critical success, the weapon becomes subsumed within the omox's body rather than falling to the ground, from which it must be Disarmed before it can be retrieved.

Liquid Leap Two Actions (concentrate, conjuration, teleportation)

Requirements The omox is in a space of liquid.


Effect The omox teleports from its current space to any unoccupied space of liquid within 120 feet.

Slime Trap

A creature hit by an omox's slime ball must attempt a DC 32 reflex save.


Success The creature is unaffected.

Failure The creature takes a -10-foot circumstance penalty to its Speeds for 1 minute or until it Escapes (DC 35).

Critical Failure As failure, but the target is also Clumsy 1 for the same duration.

Effect: Slime Trap

Smother One Action

Requirements The omox has a creature Grabbed.


Effect The demon flows over the grabbed creature, covering it in oozing acidic slime. The creature must succeed at a DC 32 fortitude save or else it becomes Blinded and must hold its breath or begin suffocating. These effects lasts as long as the omox has the creature grabbed.

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.


Divine Innate Spells (DC 32, +24 to hit)

1st Level: Create Water (At Will)
3rd Level: Stinking Cloud
4th Level: Dimension Door, Dimension Door (At Will)
5th Level: Control Water

Ritual

1st Level: Abyssal Pact


Seemingly made from living, animated filth, omoxes have no true anatomy, although they generally spend most of their time in roughly humanoid shapes, resembling some grim caricatures of half-melted humanoids. While scholars once believed these foul demons to be a pure, concentrated form of the corruption that suffuses the Abyss and its inhabitants, in truth these demons arise from the souls of those who routinely befouled and polluted their surroundings in life.


Mortal souls that have been twisted and corrupted by sin sometimes arise in the afterlife as demons. These powerful and destructive fiends seek to spread their particular sin to warp more souls, hereby bolstering their numbers and continuing the cycle.


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.