Acid Blob |
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Small Ooze
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| Hit Dice: 3d10+9 (25) |
| Initiative: -1 |
| Speed: 20 ft. (4 squares) |
| Armor Class: 13 (+1 size, -1 Dex, +3 natural), touch 9, flat-footed 16 |
| Base Attack/Grapple: +1/-1 |
Attack: Slam +4 melee (1d4+2)
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Full Attack: Slam +4 melee (1d4+2)
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| Space/Reach: 5 ft./5 ft. |
| Special Attacks: Acid |
| Special Qualities: Blindsight 60 ft., ooze traits, split |
| Saves: Fort +4,
Ref +0, Will -4
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| Abilities: Str 14,
Dex 8, Con 16,
Int -, Wis 1,
Cha 1 |
| Skills: - |
| Feats: - |
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| Environment: Any underground |
| Organization: Solitary or pack (2-8) |
| Challenge Rating: 1 |
| Treasure: None |
| Alignment: Always neutral |
| Advancement: 4-6 HD (Small) |
| Level Adjustment: - |
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A 3-foot-diameter blob of green goo bounces along the ground.
These small blobs live in dark, subterranean places, and are composed of acidic goo. They are usually green, but darker varieties have been reported. Acid blobs are scavengers, and will consume anything except stone. However, they prefer organic matter, and will pursue living targets until death or lunch. Unlike many of its ilk, acid blobs do not move on the wall or ceiling; they just hop along the ground.
These small blobs are usually found in groups, since new acid blobs are created by separating from their host and then joining together. This is a purely instinctual occurrence since the blobs have no intelligence.
Acid blobs range from 2 to 3 feet in diameter.
COMBAT
Acid blobs attack instinctually, simply slamming whatever opponent is closest.
Acid (Ex): An acid blob's acid is not strong enough to continue burning flesh after its strike, but metals are in great danger. A metal weapon that strikes an acid blob dissolves immediately unless it succeeds on a DC 14 Reflex save. The save is Constitution-based.
An acid blob's touch deals 14 points of damage per round to metal objects, but the blob must remain in contact with the object for 1 full round to deal this damage.
Split (Ex): Slashing and piercing weapons deal no damage to an acid blob. Instead the creature splits into two identical blobs, each with half of the original’s current hit points (round down). A blob with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
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1994 Wizards of the Coast, Inc. Originally found in Al-Qadim: The Genie's Curse |