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<blockquote data-quote="Shade" data-source="post: 5549920" data-attributes="member: 287"><p>OK, let's work up the Large size and go from there...</p><p></p><p><strong>Living Ash, Large</strong></p><p>Large Ooze (Earth, Extraplanar)</p><p>Hit Dice: 8d10+32 (76 hp)</p><p>Initiative: -1</p><p>Speed: 20 ft. (4 squares)</p><p>Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18</p><p>Base Attack/Grapple: +6/+17</p><p>Attack: Slam +12 melee (2d8+7)</p><p>Full Attack: 2 slams +12 melee (2d8+7)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Earth mastery, push</p><p>Special Qualities: Blind, damage reduction 5/-, blindsight 60 ft., earth glide, ooze traits, tomb-tainted</p><p>Saves: Fort +6, Ref +1, Will +2</p><p>Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11</p><p>Skills: Listen +6, Spot +5</p><p>Feats: Cleave, Great Cleave, Power Attack</p><p>Environment: Negative Energy Plane</p><p>Organization: Solitary</p><p>Challenge Rating: 5</p><p>Treasure: None</p><p>Alignment: Usually neutral</p><p>Advancement: 9–15 HD (Large)</p><p>Level Adjustment: —</p><p></p><p>Earth Glide (Ex): A living ash can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing living ash flings the ooze back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.</p><p></p><p>Earth Mastery (Ex): A living ash gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the ooze takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)</p><p></p><p>Push (Ex): A living ash can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the ooze's opposed Strength checks.</p><p></p><p>Tomb-Tainted (Ex): Although an ooze, a living ash is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A living ash may be turned as if it were an undead creature with +x turn resistance.</p></blockquote><p></p>
[QUOTE="Shade, post: 5549920, member: 287"] OK, let's work up the Large size and go from there... [B]Living Ash, Large[/B] Large Ooze (Earth, Extraplanar) Hit Dice: 8d10+32 (76 hp) Initiative: -1 Speed: 20 ft. (4 squares) Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18 Base Attack/Grapple: +6/+17 Attack: Slam +12 melee (2d8+7) Full Attack: 2 slams +12 melee (2d8+7) Space/Reach: 10 ft./10 ft. Special Attacks: Earth mastery, push Special Qualities: Blind, damage reduction 5/-, blindsight 60 ft., earth glide, ooze traits, tomb-tainted Saves: Fort +6, Ref +1, Will +2 Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11 Skills: Listen +6, Spot +5 Feats: Cleave, Great Cleave, Power Attack Environment: Negative Energy Plane Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Usually neutral Advancement: 9–15 HD (Large) Level Adjustment: — Earth Glide (Ex): A living ash can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing living ash flings the ooze back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Earth Mastery (Ex): A living ash gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the ooze takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Push (Ex): A living ash can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the ooze's opposed Strength checks. Tomb-Tainted (Ex): Although an ooze, a living ash is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A living ash may be turned as if it were an undead creature with +x turn resistance. [/QUOTE]
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