Knightfall
World of Kulan DM
DARK WATER
Huge Ooze (Aquatic)
Hit Dice: 10d10+60 (115 hp)
Initiative: -3 (Dex)
Speed: 20 ft., climb 20 ft., swim 40 ft.
AC: 7 (-2 size, -3 Dex, +2 natural), touch 5, flat-footed 7
Base Attack/Grapple: +7/+18
Attack: Slam +10 melee (2d6+4 plus 2d6 acid damage)
Full Attack: Slam +10 melee (2d6+4 plus 2d6 acid damage)
Space/Reach: 15 ft. / 15 ft.
Special Attacks: Acid, improved grab, constrict 2d6+4 and 2d6 acid
Special Qualities: Blindsight, split, ooze, scent, DR 5/coral, magic
Saves: Fort +7, Ref +0, Will -1
Abilities: Str 17 (+3), Dex 5 (-3), Con 21 (+5), Int - (+0), Wis 3 (-4), Cha 1 (-5)
Skills: Swim +11
Feats: None
Continent/Region: Any Island Realm in the Southern Hemisphere
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Dark water is a dangerous, dark-colored ooze that thrives in warm aquatic environments, especially out at sea. It is known for attacking aquatic creatures and passing ships, engulfing and dissolving them.
Dark water can mainly be found throughout the seas surrounding the Isles of Merria, although it isn’t restricted to that location. Most believe that this ooze originated from somewhere around this island chain and that there is huge dark water (30 HD) living deep below the island chain.
Even evil sea creatures such as kuo-toa fear dark water, as these oozes are hungry creatures that never stop consuming living creatures and objects. (Dark water can consume almost anything made out of wood or metal.)
Some believe that these oozes are the creation of Turaglas, the Ebon Maw, but there isn’t any proof of this. More likely they are the creation of the chaotic evil sea god known simply as The Underdweller.
Combat
Dark water attacks by first attempting to slam into its opponents, attempts to grapple and then constrict. Dark water has damage reduction against all weapons not made out of coral or against magic weapons.
Acid (Ex): Dark water secretes a digestive acid that dissolves organic material and metal quickly. Any melee hit deals acid damage. The dark water's acidic touch deals 50 points of damage per round to wood or metal objects. The opponent's armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 19). The acid can dissolve stone, dealing 20 points of damage per round of contact. A metal or wooden weapon that strikes dark water also dissolves immediately unless it succeeds at a Reflex save (DC 19).
Constrict (Ex): Dark water deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor suffer a -4 penalty to Reflex saves against the acid.
Improved Grab (Ex): To use this ability, dark water must hit with its slam attack. If it gets a hold, it can constrict.
Scent (Ex): Dark water can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upstream, the range increases to 60 ft.; if downstream, it drops to 15 ft.
Split (Ex): Weapons deal no damage to dark water. Instead the creature splits into two identical creatures, each with half the original's hit points (round down). Dark water with only 1 hit point cannot be further split.
Skills: Dark water has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Huge Ooze (Aquatic)
Hit Dice: 10d10+60 (115 hp)
Initiative: -3 (Dex)
Speed: 20 ft., climb 20 ft., swim 40 ft.
AC: 7 (-2 size, -3 Dex, +2 natural), touch 5, flat-footed 7
Base Attack/Grapple: +7/+18
Attack: Slam +10 melee (2d6+4 plus 2d6 acid damage)
Full Attack: Slam +10 melee (2d6+4 plus 2d6 acid damage)
Space/Reach: 15 ft. / 15 ft.
Special Attacks: Acid, improved grab, constrict 2d6+4 and 2d6 acid
Special Qualities: Blindsight, split, ooze, scent, DR 5/coral, magic
Saves: Fort +7, Ref +0, Will -1
Abilities: Str 17 (+3), Dex 5 (-3), Con 21 (+5), Int - (+0), Wis 3 (-4), Cha 1 (-5)
Skills: Swim +11
Feats: None
Continent/Region: Any Island Realm in the Southern Hemisphere
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Dark water is a dangerous, dark-colored ooze that thrives in warm aquatic environments, especially out at sea. It is known for attacking aquatic creatures and passing ships, engulfing and dissolving them.
Dark water can mainly be found throughout the seas surrounding the Isles of Merria, although it isn’t restricted to that location. Most believe that this ooze originated from somewhere around this island chain and that there is huge dark water (30 HD) living deep below the island chain.
Even evil sea creatures such as kuo-toa fear dark water, as these oozes are hungry creatures that never stop consuming living creatures and objects. (Dark water can consume almost anything made out of wood or metal.)
Some believe that these oozes are the creation of Turaglas, the Ebon Maw, but there isn’t any proof of this. More likely they are the creation of the chaotic evil sea god known simply as The Underdweller.
Combat
Dark water attacks by first attempting to slam into its opponents, attempts to grapple and then constrict. Dark water has damage reduction against all weapons not made out of coral or against magic weapons.
Acid (Ex): Dark water secretes a digestive acid that dissolves organic material and metal quickly. Any melee hit deals acid damage. The dark water's acidic touch deals 50 points of damage per round to wood or metal objects. The opponent's armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 19). The acid can dissolve stone, dealing 20 points of damage per round of contact. A metal or wooden weapon that strikes dark water also dissolves immediately unless it succeeds at a Reflex save (DC 19).
Constrict (Ex): Dark water deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor suffer a -4 penalty to Reflex saves against the acid.
Improved Grab (Ex): To use this ability, dark water must hit with its slam attack. If it gets a hold, it can constrict.
Scent (Ex): Dark water can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upstream, the range increases to 60 ft.; if downstream, it drops to 15 ft.
Split (Ex): Weapons deal no damage to dark water. Instead the creature splits into two identical creatures, each with half the original's hit points (round down). Dark water with only 1 hit point cannot be further split.
Skills: Dark water has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.