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Vaultbreaker OozeCreature 6


UncommonNLargeMindlessOoze
Source Pathfinder #158: Sixty Feet Under
Perception +10 (motion sense 60 feet; treasure sense (imprecise) 30 feet)
Languages none
Skills Thievery +17
Str +4, Dex +2, Con +7, Int -5, Wis +0, Cha -5

AC 13; Fort +17; Reflex +10; Will +8;
HP 150
Speed 20 feet (climb 10 feet)
Immunities acid, critical hits, mental, precision, unconscious, visual

Pseudopod One Action +17 (+12, +7) to hit 1d8+8 Bludgeoning + 2d6 Acid

Motion Sense 60 feet

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

Treasure Sense (Imprecise) 30 feet

The vaultbreaker ooze's metallic plasm alerts it to the presence of metals with the precious trait (including gold and platinum) within 30 feet.

Metallify Reaction (manipulate, polymorph, transmutation)

Trigger A creature Strikes the vaultbreaker ooze


Effect The ooze's outer plasm hardens into a protective shell of precious metals. Until the start of its next turn, it gains resistance 5 to physical damage (except adamantine), it has a -5-foot penalty to its Speed, and its pseudopod Strikes gain the versatile S or P weapon trait.

Engulf Two Actions

DC 23 reflex, 2d8+9 acid damage, Escape DC 23, Rupture 14 (19 when using Metallify)


The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.

If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.

Form Tool Two Actions (manipulate, polymorph, transmutation)

The vaultbreaker ooze instinctually shapes its pseudopod into a key, lockpick, or tool required to bypass a locking mechanism; it uses this pseudopod as thieves' tools to Pick a Lock or Disable a Device.



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.