Cha 6 is ok by me. Ready to deal with SAs?
Okay, I'll try to cover them all in one go. Half of the abilities are pretty straight forward, it's only the Attach to Skeleton, Engulf and Split into Spawn that look like they'll require much fiddling around with.
Here's my rough draft, it looks like it's too elaborate but should be easy enough to trim down:
Blindsight 60 ft.
Acid (Ex)
A goop ghoul's acid only affects flesh, it does not harm bone, metal or stone. They cannot employ its acid as an attack in melee, only using it to dissolve engulfed victims.
Attach To Skeleton (Ex)
A goop ghoul can flow over a skeleton and attach itself to the bones like muscles and ligaments, and thus use the skeleton as a means of transportation and attack. It takes one round for a goop ghoul to attach itself to a skeleton in such a way as to be able to manipulate it. A goop ghoul can use any skeleton of a two- or four-legged Medium sized creature, it gains a speed of 30 ft. when using any sort of skeleton.
Goop ghouls can use the skeleton's natural weaponry, such as teeth or claws, or wield simple weapons if the skeleton possesses that ability, but can not use any armour.
A goop ghoul is usually encountered mounted on a skeleton, the stretched-out goop ghoul resembles rotted tissue, so the creature is easily mistaken for an undead skeleton or deteriorated zombie, it requires a DC 15 Spot check to detect the imposture.
As a goop ghoul is not undead, it cannot be turned. However, it is possible for a goop ghoul to latch onto an undead, such as an animated skeleton. In this case, the goop ghoul has no control over the undead's movement and is more or less just along for the ride. It would be possible for a priest to turn the undead, but the goop ghoul would be free to "abandon skeleton" and seek out a new source of transportation (probably the priest).
Although a goop ghoul prefers the use of skeletons above all else, a goop ghoul can, on rare occasions, attach itself to sturdy rodlike objects that allow movement of the sort it is used to. Thus, several large sticks or a pile of swords might be used as a "skeleton" of sorts, good enough for half-normal movement (15 ft.).
Engulf (Ex)
A goop ghoul can engulf a paralyzed creature as a standard action, merely by flowing its body over them. It cannot make a slam attack during a round in which it engulfs. Engulfed creatures are subject to the cube’s paralysis and take 1d8 acid damage per round. If the victim regains movement before being dissolved, they may throw off the goop ghoul by succeeding in a grapple contest against the goop ghoul. A goop ghoul engulfing a victim can be removed by applying fire. Casting
Heal or
Cure Disease on its victim also makes a goop ghoul withdraw, though such spells cause no harm to the monster.
Any being slain and dissolved by a goop ghoul cannot be raised from the dead without the use of a
Wish spell, though the skeleton is fit for use with an
Animate Dead spell.
The save DC is Strength-based and includes a +1 racial bonus.
Paralysis (Ex)
A goop ghoul secretes an anesthetizing slime. A target hit by a monster’s touch or engulf attack must succeed on a DC 16 Fortitude save or be paralyzed for 4d4 rounds. The goop ghoul can automatically engulf a paralyzed opponent. Once the duration of paralysis wears off the victim becomes immune to goop ghoul paralysis for one full day. The save DC is Constitution-based. (DC=10+1[½ of 2HD]+5[Con 20])
Split (Ex)
A normal-sized goop ghoul will double in size by completely devouring the flesh of an average Medium-sized creature and be ready to split into two normal-sized goop ghouls, a process that takes only one round. Whichever of the two is closest to the freshly stripped skeleton will generally claim it for movement purposes.
Larger creatures can provide enough flesh for goop ghouls to split more than once - it requires 150-200 lbs of flesh for a goop ghoul to reproduce, so a 600 pound ogre's corpse would typically provide enough flesh to spawn three goop ghouls.
A goop ghoul which absorbs 75-150 pounds of flesh will grow large enough to become a 3 HD monster, but is not big enough to reproduce.
Immunity to Electricity
Ooze Traits
Unlike a standard ooze, a goop ghoul lacks the mindless trait and has proficiency in simple weapons. It retains the oozes other traits of blindness; immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight; immunity to poison,
sleep effects, paralysis, polymorph, and stunning; immunity to critical hits or flanking; no armour proficiencies and having to eat and breath, but not sleep.
Transparent (Ex)
Goop ghouls are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one.
Resistance to Cold 10?
Vulnerability to Fire (Ex)
A goop ghoul takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure. A goop ghoul will retreat from fire.