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<blockquote data-quote="BOZ" data-source="post: 12160" data-attributes="member: 1241"><p><strong>QUAGMIRE</strong></p><p>Huge Ooze</p><p>Hit Dice: 6d10+32 (65 hp)</p><p>Initiative: -5 (Dex)</p><p>Speed: 5 ft</p><p>AC: 5 (-5 Dex)</p><p>Attacks: Slam +7 melee</p><p>Damage: Slam 1d3+3</p><p>Face/Reach: 15 ft by 15 ft/10 ft (with psuedopod)</p><p>Special Attacks: Improved grab, entrapment, smother</p><p>Special Qualitites: Blindsight, heat sense, camouflage, ooze</p><p>Saves: Fort +4, Ref -3, Will -1</p><p>Abilities: Str 17, Dex 1, Con 15, Int 3, Wis 5, Cha 4</p><p></p><p>Climate/Terrain: Any marsh</p><p>Organization: Solitary</p><p>Challenge Rating: 6</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 7-12 HD (Huge); 13-18 HD (Gargantuan)</p><p></p><p>Quagmire, or *living quicksand*, is an ooze that lives in marshes. Quagmires appear as huge pools of colorless liquid, blending in perfectly with terrain to make them virtually undetectable under normal circumstances. Quagmires make no sound, but can attract prey by emitting a variety of attractive scents.</p><p> Quagmires can devour organic matter, including leather, bone, and paper, but cannot digest metal and gems. Quagmires are huge, averaging about 30 feet in diameter.</p><p></p><p>COMBAT</p><p>When a creature comes within a 10' range of a quagmire, it lashes out with a pseudopod to try to draw the creature quickly into its body to smother it.</p><p> Improved Grab (Ex): To use this ability, the quagmire must hit an opponent of Large size or smaller with its slam attack. If it gets a hold, it can entrap its opponent.</p><p> Entrapment (Ex): Creatures grabbed by the quagmire will be swallowed up into its body. The victim can make one Strength check or Escape Artist check to break free (DC 17), on the first round of entrapment. If this roll fails, it is trapped and cannot attack or cast spells, and will be smothered. The quagmire can hold up to 32 Fine, sixteen Diminutive, eight Tiny, four Small, two Medium-Size, or one Large creature. If the quagmire is killed, victims may be pulled free.</p><p> Smother (Ex): A creature caught within the quagmire's body will smother to death if unable to escape. It takes 2-8 rounds (plus the victim's Constitution adjestment) to suffocate within the ooze's mass. It takes six hours for the quagmire to digest its victims, at which time the victims cannot be raised from the dead.</p><p> Heat Sense (Ex): Quagmires can sense sources of heat, including warm-blooded creatures, in a 240-yard radius.</p><p> Camouflage (Ex): Quagmires blend in nearly perfectly with their surroundings, and are very hard to see. If motionless, the quagmire will only be seen and recognized on a successful Spot check (DC 17).</p><p></p><p>The quagmire first appeared in Dragon Magazine #127 (Dragon's Bestiary, 1987, Scott Bennie).</p></blockquote><p></p>
[QUOTE="BOZ, post: 12160, member: 1241"] [b]QUAGMIRE[/b] Huge Ooze Hit Dice: 6d10+32 (65 hp) Initiative: -5 (Dex) Speed: 5 ft AC: 5 (-5 Dex) Attacks: Slam +7 melee Damage: Slam 1d3+3 Face/Reach: 15 ft by 15 ft/10 ft (with psuedopod) Special Attacks: Improved grab, entrapment, smother Special Qualitites: Blindsight, heat sense, camouflage, ooze Saves: Fort +4, Ref -3, Will -1 Abilities: Str 17, Dex 1, Con 15, Int 3, Wis 5, Cha 4 Climate/Terrain: Any marsh Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 7-12 HD (Huge); 13-18 HD (Gargantuan) Quagmire, or *living quicksand*, is an ooze that lives in marshes. Quagmires appear as huge pools of colorless liquid, blending in perfectly with terrain to make them virtually undetectable under normal circumstances. Quagmires make no sound, but can attract prey by emitting a variety of attractive scents. Quagmires can devour organic matter, including leather, bone, and paper, but cannot digest metal and gems. Quagmires are huge, averaging about 30 feet in diameter. COMBAT When a creature comes within a 10' range of a quagmire, it lashes out with a pseudopod to try to draw the creature quickly into its body to smother it. Improved Grab (Ex): To use this ability, the quagmire must hit an opponent of Large size or smaller with its slam attack. If it gets a hold, it can entrap its opponent. Entrapment (Ex): Creatures grabbed by the quagmire will be swallowed up into its body. The victim can make one Strength check or Escape Artist check to break free (DC 17), on the first round of entrapment. If this roll fails, it is trapped and cannot attack or cast spells, and will be smothered. The quagmire can hold up to 32 Fine, sixteen Diminutive, eight Tiny, four Small, two Medium-Size, or one Large creature. If the quagmire is killed, victims may be pulled free. Smother (Ex): A creature caught within the quagmire's body will smother to death if unable to escape. It takes 2-8 rounds (plus the victim's Constitution adjestment) to suffocate within the ooze's mass. It takes six hours for the quagmire to digest its victims, at which time the victims cannot be raised from the dead. Heat Sense (Ex): Quagmires can sense sources of heat, including warm-blooded creatures, in a 240-yard radius. Camouflage (Ex): Quagmires blend in nearly perfectly with their surroundings, and are very hard to see. If motionless, the quagmire will only be seen and recognized on a successful Spot check (DC 17). The quagmire first appeared in Dragon Magazine #127 (Dragon's Bestiary, 1987, Scott Bennie). [/QUOTE]
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