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*Pathfinder & Starfinder
A new spin on the gelatinous cube: the Mirror Ooze!
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<blockquote data-quote="Asmor" data-source="post: 3631657" data-attributes="member: 1154"><p>So I was browsing through Dungeonscape and got this idea... I planned on having a "hall of mirrors" where doppelgangers would attack the PCs, but I didn't quite like how cliche it was and then this popped into my head. This starts off as a gelatinous ooze with the sentry ooze and dungeon-bred templated applied, and then I added a few tweaks. My biggest concern with it is that it doesn't warrant the increased CR sentry ooze gives. It honestly seems like it should be fine as a CR 4, if not a CR 3. What do you think?</p><p></p><p><em>At first it appears a plain mirror, but as the glass melts away and takes form, you know that it is something else entirely. A transparent fluid-- which bears a striking physical resemblance to yourself-- steps forward leaving only the tinny backing where the mirror used to be.</em></p><p></p><p>Mirror Oozes were created by the dungeon lord Ixxiata as a cunning trap for would-be raiders of his dank domicile. They are trained to stay perfectly still over a mirror frame, blending in perfectly and becoming utterly imperceptible.</p><p></p><p><a href="http://www.asmor.com/misc/D&D/monsters/mirror%20ooze.htm" target="_blank">Here's a pretty version</a></p><p></p><p>Mirror Ooze CR 5</p><p>Usually CE Medium Ooze (Sentient)</p><p>Init +2; Senses blindsight 60 ft.; Listen +0, Spot +0</p><p>Languages Undercommon (Understand only)</p><p>-----------------------------------------------------------------</p><p>AC 8, touch 8, flat-footed 8</p><p>(−2 Dex) Concealment (20% miss chance)</p><p>hp 54 (4d10+32)</p><p>SR: 6</p><p>Immune electricity</p><p>Fort +9, Ref −1, Will +1</p><p>(+2 vs. diseases and poisons, +4 vs. mind-affecting)</p><p>-----------------------------------------------------------------</p><p>Speed 30 ft.</p><p>Melee Slam +1 (1d6-2 plus 1d6 acid)</p><p>Space 5 ft.; Reach 5 ft.</p><p>Base Atk +3; Grp +1</p><p>Atk Options engulf, sticky fingers</p><p>-----------------------------------------------------------------</p><p>Abilities Str 6, Dex 7, Con 26, Int 2, Wis 11, Cha 11</p><p>SQ ooze traits, transparent</p><p>Feats Endurance, Improved Initiative, Improved Natural Attack</p><p>Skills Hide +5</p><p>Advancement 5-12 HD (Medium); 13-24 HD (Large)</p><p>-----------------------------------------------------------------</p><p></p><p>Acid (Ex) A mirror ooze's acid does not harm metal or stone.</p><p></p><p>Engulf (Ex) A mirror ooze can mow down a Medium or smaller creature as a standard action. It cannot make a slam attack during a round in which it engulfs. The mirror ooze merely has to move over the opponent. Opponents can make opportunity attacks against the ooze, 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 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the ooze moves forward. Engulfed creatures are subject to the ooze’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +5 racial bonus.</p><p></p><p>Paralysis (Ex) A mirror ooze secretes an anesthetizing slime. A target hit by an ooze’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The ooze can automatically engulf a paralyzed opponent. The save DC is Constitution-based.</p><p></p><p>Sticky Fingers (Ex) A mirror ooze which hits an opponent with its slam attack may move into the opponent's square and attempt to engulf them as an immediate action.</p><p></p><p>Transparent (Ex) Mirror oozes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice an ooze and walk into it are automatically engulfed. In addition, the transparency grants the ooze the benefits of concealment (20% miss chance).</p></blockquote><p></p>
[QUOTE="Asmor, post: 3631657, member: 1154"] So I was browsing through Dungeonscape and got this idea... I planned on having a "hall of mirrors" where doppelgangers would attack the PCs, but I didn't quite like how cliche it was and then this popped into my head. This starts off as a gelatinous ooze with the sentry ooze and dungeon-bred templated applied, and then I added a few tweaks. My biggest concern with it is that it doesn't warrant the increased CR sentry ooze gives. It honestly seems like it should be fine as a CR 4, if not a CR 3. What do you think? [i]At first it appears a plain mirror, but as the glass melts away and takes form, you know that it is something else entirely. A transparent fluid-- which bears a striking physical resemblance to yourself-- steps forward leaving only the tinny backing where the mirror used to be.[/i] Mirror Oozes were created by the dungeon lord Ixxiata as a cunning trap for would-be raiders of his dank domicile. They are trained to stay perfectly still over a mirror frame, blending in perfectly and becoming utterly imperceptible. [url=http://www.asmor.com/misc/D&D/monsters/mirror%20ooze.htm]Here's a pretty version[/url] Mirror Ooze CR 5 Usually CE Medium Ooze (Sentient) Init +2; Senses blindsight 60 ft.; Listen +0, Spot +0 Languages Undercommon (Understand only) ----------------------------------------------------------------- AC 8, touch 8, flat-footed 8 (−2 Dex) Concealment (20% miss chance) hp 54 (4d10+32) SR: 6 Immune electricity Fort +9, Ref −1, Will +1 (+2 vs. diseases and poisons, +4 vs. mind-affecting) ----------------------------------------------------------------- Speed 30 ft. Melee Slam +1 (1d6-2 plus 1d6 acid) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp +1 Atk Options engulf, sticky fingers ----------------------------------------------------------------- Abilities Str 6, Dex 7, Con 26, Int 2, Wis 11, Cha 11 SQ ooze traits, transparent Feats Endurance, Improved Initiative, Improved Natural Attack Skills Hide +5 Advancement 5-12 HD (Medium); 13-24 HD (Large) ----------------------------------------------------------------- Acid (Ex) A mirror ooze's acid does not harm metal or stone. Engulf (Ex) A mirror ooze can mow down a Medium or smaller creature as a standard action. It cannot make a slam attack during a round in which it engulfs. The mirror ooze merely has to move over the opponent. Opponents can make opportunity attacks against the ooze, 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 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the ooze moves forward. Engulfed creatures are subject to the ooze’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +5 racial bonus. Paralysis (Ex) A mirror ooze secretes an anesthetizing slime. A target hit by an ooze’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The ooze can automatically engulf a paralyzed opponent. The save DC is Constitution-based. Sticky Fingers (Ex) A mirror ooze which hits an opponent with its slam attack may move into the opponent's square and attempt to engulf them as an immediate action. Transparent (Ex) Mirror oozes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice an ooze and walk into it are automatically engulfed. In addition, the transparency grants the ooze the benefits of concealment (20% miss chance). [/QUOTE]
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A new spin on the gelatinous cube: the Mirror Ooze!
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