Shade
Monster Junkie
http://www.enworld.org/showthread.php?t=224622&page=11&pp=15
Arucha
Medium Ooze (Extraplanar)
Hit Dice: 4d10+16 (38 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +3/+5
Attack: Slam +5 melee (1d4+2 plus paralysis)
Full Attack: Slam +5 melee (1d4+2 plus paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with slam)
Special Attacks: Adhesive, create spawn, engulf, explosive acid, paralysis
Special Qualities: Blindsight 60 ft., damage reduction 5/magic, immunity to cold, ooze traits, reclaim life, spell resistance 20, vulnerability to fire
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 15, Dex 10, Con 18, Int 4, Wis 11, Cha 15
Skills: Spot +10
Feats: Blind-Fight, Skill Focus (Spot)
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or sea (10-1000)
Challenge Rating: 4
Treasure: See text
Alignment: Always chaotic neutral
Advancement: 5-8 HD (Medium); 9-13 HD (Large); 14-17 HD (Huge); 18-30 HD (Gargantuan); 31+ (Colossal)
Level Adjustment: -
A formless blob of rotting, yellow flesh ambles forward slowly. Hundreds of tiny red parasites crawl along the ooze's surface, greedily slurping up excreted fluid. A trail of glistening slime is left in the creature's wake.
Aruchai are extraplanar oozes native to the Ever-Changing Chaos of Limbo. Rumored to have been created by chaotic gods for their own amusement, these creatures have retained a semblance of sentience and spend their entire existences attempting to escape Limbo.
Various names have been attributed to aruchai, including "fleische kleckse", "blobs of flesh", and "sea of flesh." The latter label can be attributed to their ability to meld and flow together into Aruchai-Kamoit — a massive arucha that resembles a sea of writhing flesh.
Aruchai endlessly wander Limbo, searching for creatures to take their place. They never stop moving, merely slowing down at times to absorb food.
Aruchai of Huge size or larger are formed when numerous smaller aruchai merge. These massive seas of flesh are known as Aruchai-Kamoit. As a composite of several aruchai, an aruchai-kamoit must create a number of spawn before it may use its reclaim life ability. A Huge aruchai-kamoit must create 10 spawn, a Gargantuan aruchai-kamoit must spawn 100, and a Colossal aruchai-kamoit must create 1,000 spawn. Upon creating this amount of spawn, a successful use of the reclaim life ability returns an equal number of aruchai to their past lives.
An arucha is usually about 4 feet in diameter and a thickness of about 10 inches. A typical specimen weighs about 200 pounds.
COMBAT
Aruchai reach out with shapeless "fingers" to slam opponents and attempt to render them paralyzed.
Adhesive (Ex): An arucha exudes a sticky slime that holds fast any creature or item touching it. It automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the ooze is alive. The ooze makes one additional slam attack each round against any creature stuck to it.
A weapon that strikes an arucha sticks fast unless the wielder makes a DC 20 Reflex save. A successful DC 20 Strength check is needed to pry it off. The save and check DCs are both Constitution-based and include a +4 racial bonus.
The adhesive can be weakened by alcohol, but even in such a case the ooze gets a +4 bonus on grapple checks (for a total bonus of +9). The substance breaks down 5 rounds after the ooze dies.
Create Spawn (Su): The corpse of a living creature slain by an arucha begins to rapidly decompose into a sac of flesh and goo. If not restored to life within 24 hours, the corpse arises as a free-willed arucha. A gentle repose spell has no effect, but dispel chaos cast upon the corpse prevents the transformation (but does not restore the victim to life). During this 24 hour period, the arucha lies dormant.
Engulf (Ex): Although it moves slowly, an arucha can simply mow down Medium or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The arucha merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the arucha, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 18 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the arucha moves forward. Engulfed creatures are subject to the arucha's paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +4 racial bonus.
Explosive Acid (Ex): Any wooden or metallic object or creature that remains in full-round contact with an arucha's adhesive takes 5 points of acid damage per round from the adhesive. Objects reduced to 0 hp explode as a flask of alchemical acid, dealing 1d6 points of acid damage to any creature or object in the same space and 1 hp to adjacent creatures or objects. An arucha's acid has no effect on stone.
Paralysis (Ex): An aruchai secretes an anesthetizing slime. A target hit by an aruchai's melee or engulf attack must succeed on a DC 16Fortitude save or be paralyzed for 3d6 rounds. The aruchai can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Reclaim Life (Su): When an arucha successfully creates spawn (see above), it is immediately transferred to the home plane of its victim and is restored to the creature it was prior to becoming an arucha (if the original creature type is not known, the DM may either choose a creature or determine one randomly). The creature's alignment becomes Chaotic Neutral if it isn't already. Nothing short of a wish or miracle may restore the creature's original alignment.
Originally appeared in Dragon Magazine #47 (1981).
Arucha
Medium Ooze (Extraplanar)
Hit Dice: 4d10+16 (38 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +3/+5
Attack: Slam +5 melee (1d4+2 plus paralysis)
Full Attack: Slam +5 melee (1d4+2 plus paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with slam)
Special Attacks: Adhesive, create spawn, engulf, explosive acid, paralysis
Special Qualities: Blindsight 60 ft., damage reduction 5/magic, immunity to cold, ooze traits, reclaim life, spell resistance 20, vulnerability to fire
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 15, Dex 10, Con 18, Int 4, Wis 11, Cha 15
Skills: Spot +10
Feats: Blind-Fight, Skill Focus (Spot)
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or sea (10-1000)
Challenge Rating: 4
Treasure: See text
Alignment: Always chaotic neutral
Advancement: 5-8 HD (Medium); 9-13 HD (Large); 14-17 HD (Huge); 18-30 HD (Gargantuan); 31+ (Colossal)
Level Adjustment: -
A formless blob of rotting, yellow flesh ambles forward slowly. Hundreds of tiny red parasites crawl along the ooze's surface, greedily slurping up excreted fluid. A trail of glistening slime is left in the creature's wake.
Aruchai are extraplanar oozes native to the Ever-Changing Chaos of Limbo. Rumored to have been created by chaotic gods for their own amusement, these creatures have retained a semblance of sentience and spend their entire existences attempting to escape Limbo.
Various names have been attributed to aruchai, including "fleische kleckse", "blobs of flesh", and "sea of flesh." The latter label can be attributed to their ability to meld and flow together into Aruchai-Kamoit — a massive arucha that resembles a sea of writhing flesh.
Aruchai endlessly wander Limbo, searching for creatures to take their place. They never stop moving, merely slowing down at times to absorb food.
Aruchai of Huge size or larger are formed when numerous smaller aruchai merge. These massive seas of flesh are known as Aruchai-Kamoit. As a composite of several aruchai, an aruchai-kamoit must create a number of spawn before it may use its reclaim life ability. A Huge aruchai-kamoit must create 10 spawn, a Gargantuan aruchai-kamoit must spawn 100, and a Colossal aruchai-kamoit must create 1,000 spawn. Upon creating this amount of spawn, a successful use of the reclaim life ability returns an equal number of aruchai to their past lives.
An arucha is usually about 4 feet in diameter and a thickness of about 10 inches. A typical specimen weighs about 200 pounds.
COMBAT
Aruchai reach out with shapeless "fingers" to slam opponents and attempt to render them paralyzed.
Adhesive (Ex): An arucha exudes a sticky slime that holds fast any creature or item touching it. It automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the ooze is alive. The ooze makes one additional slam attack each round against any creature stuck to it.
A weapon that strikes an arucha sticks fast unless the wielder makes a DC 20 Reflex save. A successful DC 20 Strength check is needed to pry it off. The save and check DCs are both Constitution-based and include a +4 racial bonus.
The adhesive can be weakened by alcohol, but even in such a case the ooze gets a +4 bonus on grapple checks (for a total bonus of +9). The substance breaks down 5 rounds after the ooze dies.
Create Spawn (Su): The corpse of a living creature slain by an arucha begins to rapidly decompose into a sac of flesh and goo. If not restored to life within 24 hours, the corpse arises as a free-willed arucha. A gentle repose spell has no effect, but dispel chaos cast upon the corpse prevents the transformation (but does not restore the victim to life). During this 24 hour period, the arucha lies dormant.
Engulf (Ex): Although it moves slowly, an arucha can simply mow down Medium or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The arucha merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the arucha, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 18 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the arucha moves forward. Engulfed creatures are subject to the arucha's paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +4 racial bonus.
Explosive Acid (Ex): Any wooden or metallic object or creature that remains in full-round contact with an arucha's adhesive takes 5 points of acid damage per round from the adhesive. Objects reduced to 0 hp explode as a flask of alchemical acid, dealing 1d6 points of acid damage to any creature or object in the same space and 1 hp to adjacent creatures or objects. An arucha's acid has no effect on stone.
Paralysis (Ex): An aruchai secretes an anesthetizing slime. A target hit by an aruchai's melee or engulf attack must succeed on a DC 16Fortitude save or be paralyzed for 3d6 rounds. The aruchai can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Reclaim Life (Su): When an arucha successfully creates spawn (see above), it is immediately transferred to the home plane of its victim and is restored to the creature it was prior to becoming an arucha (if the original creature type is not known, the DM may either choose a creature or determine one randomly). The creature's alignment becomes Chaotic Neutral if it isn't already. Nothing short of a wish or miracle may restore the creature's original alignment.
Originally appeared in Dragon Magazine #47 (1981).
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