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<blockquote data-quote="ElectricDragon" data-source="post: 7450557" data-attributes="member: 10778"><p>When Arkonseptsis is not in his lair; he does not leave it defenseless. It seems even the Lead Dragon can make friends, sort of; as mentioned in this excerpt from the translations of the Draco Procreatio</p><p><em>Dragons have long known that there are many more elemental planes that thought of in human, elven, and similar creature's notions of the cosmos. One of these minor planes, always overlooked by lesser species is the plane of entropy, so named because of its apparent hostility to everything. The only known resident, the so-called treasure oozes were first noticed by a black dragon named Krestig and they plagued him wherever he moved his horde up until his death over a century later. Treasure oozes have since become a dreaded scourge to dragonkind for the only sure way developed to defeat this ooze is to grab the magic items and abandon rest of the treasure hoard. </em></p><p><em> </em></p><p><em>Arkonseptsis decided to live on that plane for an untold time as he adjusted his draconic physiology to absorb and mimic the magic-nulling properties of the plane. There is no telling how many treasure oozes followed him back to the material plane using their attach abilities. In addition to the plague of black puddings he causes and the plagues of diseases he carries, Arkonseptsis contributes another scourge: treasure oozes. Krestig called them "hoard thieves", perhaps a more fitting name. Nevertheless, the ooze that inhabits his treasure hoard does not attack the Lead Dragon; indeed it seems to regard the Null-Magic Elemental's rolls and swims through the coins and gems as caresses.</em></p><p></p><p><span style="font-size: 12px"><strong>Treasure Ooze (Hoard Thief)</strong></span></p><p> <em>Fine Ooze</em> (Aquatic, extraplanar)</p><p><strong>Hit Dice:</strong> 1d10 (6 hp)</p><p><strong>Initiative:</strong> –5</p><p><strong>Speed:</strong> 5 ft. (1 square) per minute, swim 5 ft.</p><p><strong>Armor Class:</strong> 13 (–5 Dex, size +8), touch 13, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> N/A</p><p><strong>Attack:</strong> None</p><p><strong>Full Attack:</strong> None</p><p><strong>Space/Reach:</strong> 1/2 ft./0 ft.</p><p><strong>Special Attacks:</strong> Animate objects, attach 90 ft.</p><p><strong>Special Qualities:</strong> Amphibious, blindsight 90 ft., DR 15/magic, immune to bludgeoning/crushing damage, SR15, ooze traits</p><p><strong>Saves:</strong> Fort +1, Ref –5, Will –5</p><p><strong>Abilities:</strong> Str 6, Dex 1, Con 13, Int —, Wis 1, Cha 1</p><p><strong>Skills:</strong> Disguise –5*, Hide +21</p><p><strong>Feats:</strong> —</p><p><strong>Environment:</strong> Underground</p><p><strong>Organization:</strong> Solitary (with animated pile), pair (with animated piles), or herd (3-12)</p><p><strong>Challenge Rating:</strong> 4 (Solitary), see below for animated pile</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> —</p><p><strong>Level Adjustment:</strong> —</p><p></p><p>This creature looks like nothing more than a stray drop of grayish water. It "possesses" objects using its animate objects ability much like an <em>animate objects</em> spell. Most often it controls a pile of treasure, but members of this species has been known to possess bonfires (additional 1d4 fire damage), piles of junk, piles of dead bodies, etc. The treasure ooze can "possess" groups of objects that are piled together. The size of the pile does not matter to the ooze; there is even one case of a treasure ooze inhabiting a pile of children's toys (Small-size pile). As long as the treasure ooze animates the pile of objects, no object can be removed from it. It is necessary to kill the pile in order to get to the objects. The ooze can "walk" the pile only slightly much like a snail, but it has full mobility to attack and defend.</p><p> </p><p>A treasure ooze moves just like other oozes, but it is much, much slower.</p><p></p><p><strong>Attach (Ex):</strong> This is the treasure ooze's main mode of travel. It shoots out a strand of webbing (invisible and intangible, but otherwise kind of like a normal spider web) and attaches itself to a passing creature most often without alerting the target creature that an attack has occurred. It loses its normal movement ability and moves wherever that attached creature moves keeping the same spatial relationship between itself and the target creature no matter how far or what movement mode the creature uses. This ride-along lasts usually until the target creature comes within range of a pile of objects (most often treasure piles, thus the creature's name) so it can use its animate objects ability on it, detach from the target creature and slowly move until it is safely buried under its animated pile. This ability lasts until the treasure ooze chooses to detach or dies. </p><p></p><p><strong>Blindsight 90 ft. (Ex):</strong> Using sensitivity to vibrations, the treasure ooze with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the treasure ooze must have line of effect to a creature or object to discern that creature or object. The treasure ooze usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Blindsight is continuous, and the treasure ooze need do nothing to use it.</p><p></p><p><strong>Skills:</strong> A treasure ooze gains a +10 racial bonus to Hide checks. </p><p>*A treasure ooze gains a +15 racial bonus to Disguise checks when attempting to seem to be just a dirty drop of water (nearly always).</p><p></p><p><strong>Animate Objects (Su):</strong> Once per day the treasure ooze can animate a pile of objects as if it were a single thing. This pile must have two or more of the following component materials: bone, cloth, flesh, metal, stone, or wood. Living or otherwise animated matter: creatures, plants, fungi, constructs, undead, etc., cannot be a part of the pile. In game terms, a pile of objects is at least three objects. Each object must be touching at least one other object of the pile.</p><p></p><p>The treasure ooze imbues inanimate objects with cohesion and mobility (like an ooze) and a semblance of life. An animated pile of objects can be of any nonmagical materials (magic pieces fall out of the pile once it begins to move and this can affect the final size of the animated pile if large quantities of magic items are involved). The treasure ooze may animate any one pile of objects. It cannot use this ability if it already animates another pile (but see Engulf below). The size of the pile of objects determines the abilities it has. The composition of the materials of the objects determines its vulnerability and immunity.</p><p> </p><p>The treasure ooze stops movement of the animated pile as soon as a creature moves close enough to be sensed. The animated pile of objects remains motionless until a creature touches it or all creatures move out of range. If touched, it immediately attacks whomever or whatever touched the pile of things but it senses all creatures within 90 feet. It will not ignore other opponents once it has been touched. Any creatures killed will be added to the pile. </p><p> </p><p>While the treasure ooze animates a pile, the objects of the pile cannot be divided into their constituent parts until after the animated pile is destroyed. Any damage done to the animated pile damages only the control of the animated pile, not the objects that make up the animated pile (the hit points of the pile are the force of control asserted by the treasure ooze). Even damage that would normally destroy an object in the pile has no actual effect on the item, the damage only serves to sever the treasure ooze's connection with the pile of objects. The items of the pile themselves are fully protected from any damage while the treasure ooze animates them.</p><p> </p><p>A pile that is already animated by another treasure ooze cannot be the target of this ability. This ability cannot animate objects carried, worn, or engulfed by another creature. If two treasure oozes with animated piles meet, the controller of the larger pile takes over both piles and it becomes an even larger animated pile (sometimes enough to grow a size category or more). The former controller of the smaller animated pile releases its control and slowly moves on to search for another pile.</p><p> </p><p><strong><span style="font-size: 12px">Animated Piles</span></strong></p><p>The animated pile remains under the complete control of the treasure ooze that animated it. The pile gains all of the following abilities:</p><p></p><p><strong>Blend (Ex):</strong> Until a piece of the animated pile is touched by a creature, it is just an ordinary pile of objects. Until it attacks, no one should have a clue that it is not what it seems (certain divination magics will see through the disguise easily, but without magic the animated pile is not discoverable without touching it).</p><p></p><p><strong>Blindsight 90 ft. (Ex):</strong> Using sensitivity to vibrations, the animated pile with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the animated pile must have line of effect to a creature or object to discern that creature or object. The animated pile usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Blindsight is continuous, and the animated pile need do nothing to use it.</p><p></p><p><strong>Constrict (Ex):</strong> An animated pile deals automatic slam and piercing damage with a successful grapple check.</p><p></p><p><strong>Construct Traits:</strong> No Constitution score, immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Cannot heal damage on its own. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); not at risk of death from massive damage. A construct is immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a construct cannot be raised or resurrected.</p><p></p><p><strong>Damage:</strong> The animated pile deals crushing and piercing damage with its constrict attack and either bludgeoning damage or slashing damage as its normal attack (DM decision: one or the other or both depending on the composition of the pile: coins would do bludgeoning, a pile of swords would do slashing, a pile of spears or unlike objects would do bludgeoning and slashing). Piercing damage from the constrict attack and the extra slashing and/or bludgeoning damage from the normal attack is figured by size of the pile.</p><p></p><p>SIZE DAMAGE</p><p>Small 1d4</p><p>Medium 1d6</p><p>Large 1d8</p><p>Huge 2d6</p><p>Gargantuan 2d8</p><p>Colossal 4d6</p><p></p><p><strong>Engulf (Ex):</strong> The animated pile can spread itself over an object of smaller size than itself and attune itself to the object for 1 hour to add that object to its pile. Using this ability could allow the animated pile to eventually change its size, immunity, or vulnerability; though the treasure ooze does not have the intelligence to want to change except to just grow bigger so it can procreate. </p><p></p><p><strong>Immunity:</strong> The composition of the pile gives the treasure ooze immunity to one substance that is not the main component of the pile (general categories only: bone, cloth, flesh, metal, stone, or wood, chosen randomly).</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a treasure ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p></p><p><strong>Ooze Traits:</strong> Immunity to polymorph; No Intelligence score, blind (but has the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.</p><p></p><p><strong>Reproduce:</strong> A treasure ooze must control a colossal-size pile in order to reproduce by fission. Every month that a treasure ooze animates a colossal-sized pile it will fission into another brand new treasure ooze that must slowly move away to find its own pile to animate.</p><p></p><p><strong>Vulnerability:</strong> The animated pile takes +50% more damage from weapons made of the main component of the pile (general categories only: bone, cloth, flesh, metal, stone, or wood).</p><p></p><p><strong><span style="font-size: 15px">ANIMATED PILE</span></strong></p><p></p><p><em>Small Construct</em></p><p><strong>Hit Dice:</strong> 3d10+10 (26 hp)</p><p><strong>Initiative:</strong> –5</p><p><strong>Speed:</strong> 10 ft. (2 squares)</p><p><strong>Armor Class:</strong> 6 (+1 size, –5 Dex), touch 6, flat-footed 6</p><p><strong>Base Attack/Grapple:</strong> +2/–2</p><p><strong>Attack:</strong> Slam +3 melee (1d4+1d4 slashing or bludgeoning)</p><p><strong>Full Attack:</strong> Slam +3 melee (1d4 plus 1d4 slashing or bludgeoning)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Constrict 1d4 plus 1d4 piercing, improved grab</p><p><strong>Special Qualities:</strong> Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability</p><p><strong>Saves:</strong> Fort +1, Ref –4, Will –4</p><p><strong>Abilities:</strong> Str 10, Dex 1, Con —, Int —, Wis 1, Cha 1</p><p><strong>Skills:</strong> —</p><p><strong>Feats:</strong> —</p><p><strong>Environment:</strong> Any</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 4 HD (Small)</p><p><strong>Level Adjustment:</strong> — </p><p></p><p></p><p><em>Medium Construct</em></p><p><strong>Hit Dice:</strong> 5d10+20 (47 hp)</p><p><strong>Initiative:</strong> –5</p><p><strong>Speed:</strong> 10 ft. (2 squares)</p><p><strong>Armor Class:</strong> 5 (–5 Dex), touch 5, flat-footed 5</p><p><strong>Base Attack/Grapple:</strong> +3/+4</p><p><strong>Attack:</strong> Slam +4 melee (1d6+1d6 slashing or bludgeoning)</p><p><strong>Full Attack:</strong> Slam +4 melee (1d6 plus 1d6 slashing or bludgeoning)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Constrict 1d6+1 plus 1d6 piercing, improved grab</p><p><strong>Special Qualities:</strong> Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability</p><p><strong>Saves:</strong> Fort +1, Ref –4, Will –4</p><p><strong>Abilities:</strong> Str 12, Dex 1, Con —, Int —, Wis 1, Cha 1</p><p><strong>Skills:</strong> —</p><p><strong>Feats:</strong> —</p><p><strong>Environment:</strong> Any</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 6 HD (Medium)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p> </p><p><em>Large Construct</em></p><p><strong>Hit Dice:</strong> 7d10+30 (68 hp)</p><p><strong>Initiative:</strong> –5</p><p><strong>Speed:</strong> 15 ft. (3 squares)</p><p><strong>Armor Class:</strong> 4 (–1 size, , –5 Dex), touch 4, flat-footed 4</p><p><strong>Base Attack/Grapple:</strong> +5/+11</p><p><strong>Attack:</strong> Slam +6 melee (1d8+3 plus 1d8 slashing or bludgeoning)</p><p><strong>Full Attack:</strong> Slam +6 melee (1d8+3 plus 1d8 slashing or bludgeoning)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> Constrict 1d8+3 plus 1d8 piercing, improved grab</p><p><strong>Special Qualities:</strong> Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability</p><p><strong>Saves:</strong> Fort +2, Ref –3, Will –3</p><p><strong>Abilities:</strong> Str 14, Dex 1, Con —, Int —, Wis 1, Cha 1</p><p><strong>Skills:</strong> —</p><p><strong>Feats:</strong> —</p><p><strong>Environment:</strong> Any</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 8-9 HD (Large)</p><p><strong>Level Adjustment:</strong> —</p><p></p><p> </p><p><em>Huge Construct</em></p><p><strong>Hit Dice:</strong> 10d10+40 (95 hp)</p><p><strong>Initiative:</strong> –5</p><p><strong>Speed:</strong> 15 ft. (3 squares)</p><p><strong>Armor Class:</strong> 3 (–2 size, –5 Dex), touch 3, flat-footed 3</p><p><strong>Base Attack/Grapple:</strong> +7/+19</p><p><strong>Attack:</strong> Slam +9 melee (2d6+6 plus 2d6 slashing or bludgeoning)</p><p><strong>Full Attack:</strong> Slam +9 melee (2d6+6 plus 2d6 slashing or bludgeoning)</p><p><strong>Space/Reach:</strong> 15 ft./10 ft.</p><p><strong>Special Attacks:</strong> Constrict 2d6+6 plus 2d6 piercing, improved grab</p><p><strong>Special Qualities:</strong> Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability</p><p><strong>Saves:</strong> Fort +3, Ref –2, Will –2</p><p><strong>Abilities:</strong> Str 18, Dex 1, Con —, Int —, Wis 1, Cha 1</p><p><strong>Skills:</strong> —</p><p><strong>Feats:</strong> —</p><p><strong>Environment:</strong> Any</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 7</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 11-19 HD (Huge)</p><p><strong>Level Adjustment:</strong> — </p><p></p><p><em>Gargantuan Construct</em></p><p><strong>Hit Dice:</strong> 20d10+60 (170 hp)</p><p><strong>Initiative:</strong> –5</p><p><strong>Speed:</strong> 20 ft. (4 squares)</p><p><strong>Armor Class:</strong> 1 (–4 size, –5 Dex), touch 1, flat-footed 1</p><p><strong>Base Attack/Grapple:</strong> +15/+35</p><p><strong>Attack:</strong> Slam +19 melee (2d8+12 plus 2d8 slashing or bludgeoning)</p><p><strong>Full Attack:</strong> Slam +19 melee (2d8+12 plus 2d8 slashing or bludgeoning)</p><p><strong>Space/Reach:</strong> 20 ft./15 ft.</p><p><strong>Special Attacks:</strong> Constrict 2d8+12 plus 2d8 piercing, improved grab</p><p><strong>Special Qualities:</strong> Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability</p><p><strong>Saves:</strong> Fort +6, Ref +1, Will +1</p><p><strong>Abilities:</strong> Str 26, Dex 1, Con —, Int —, Wis 1, Cha 1</p><p><strong>Skills:</strong> —</p><p><strong>Feats:</strong> —</p><p><strong>Environment:</strong> Any</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 12</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 21–39 HD (Gargantuan)</p><p><strong>Level Adjustment:</strong> — </p><p></p><p><em>Colossal Construct</em></p><p><strong>Hit Dice:</strong> 40d10+80 (300 hp)</p><p><strong>Initiative:</strong> –5</p><p><strong>Speed:</strong> 20 ft. (4 squares)</p><p><strong>Armor Class:</strong> –3 (–8 size, –5 Dex), touch –3, flat-footed –3</p><p><strong>Base Attack/Grapple:</strong> +30/+58</p><p><strong>Attack:</strong> Slam +34 melee (4d6+18 plus 4d6 slashing or bludgeoning)</p><p><strong>Full Attack:</strong> Slam +34 melee (4d6+18 plus 4d6 slashing or bludgeoning)</p><p><strong>Space/Reach:</strong> 30 ft./20 ft.</p><p><strong>Special Attacks:</strong> Constrict 4d6+18 plus 4d6 piercing, improved grab</p><p><strong>Special Qualities:</strong> Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability</p><p><strong>Saves:</strong> Fort +13, Ref +8, Will +8</p><p><strong>Abilities:</strong> Str 34, Dex 1, Con —, Int —, Wis 1, Cha 1</p><p><strong>Skills:</strong> —</p><p><strong>Feats:</strong> —</p><p><strong>Environment:</strong> Any</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 15</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 41-60 HD (Colossal)</p><p><strong>Level Adjustment:</strong> —</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7450557, member: 10778"] When Arkonseptsis is not in his lair; he does not leave it defenseless. It seems even the Lead Dragon can make friends, sort of; as mentioned in this excerpt from the translations of the Draco Procreatio [i]Dragons have long known that there are many more elemental planes that thought of in human, elven, and similar creature's notions of the cosmos. One of these minor planes, always overlooked by lesser species is the plane of entropy, so named because of its apparent hostility to everything. The only known resident, the so-called treasure oozes were first noticed by a black dragon named Krestig and they plagued him wherever he moved his horde up until his death over a century later. Treasure oozes have since become a dreaded scourge to dragonkind for the only sure way developed to defeat this ooze is to grab the magic items and abandon rest of the treasure hoard. Arkonseptsis decided to live on that plane for an untold time as he adjusted his draconic physiology to absorb and mimic the magic-nulling properties of the plane. There is no telling how many treasure oozes followed him back to the material plane using their attach abilities. In addition to the plague of black puddings he causes and the plagues of diseases he carries, Arkonseptsis contributes another scourge: treasure oozes. Krestig called them "hoard thieves", perhaps a more fitting name. Nevertheless, the ooze that inhabits his treasure hoard does not attack the Lead Dragon; indeed it seems to regard the Null-Magic Elemental's rolls and swims through the coins and gems as caresses.[/i] [size=3][b]Treasure Ooze (Hoard Thief)[/b][/size] [i]Fine Ooze[/i] (Aquatic, extraplanar) [b]Hit Dice:[/b] 1d10 (6 hp) [b]Initiative:[/b] –5 [b]Speed:[/b] 5 ft. (1 square) per minute, swim 5 ft. [b]Armor Class:[/b] 13 (–5 Dex, size +8), touch 13, flat-footed 13 [b]Base Attack/Grapple:[/b] N/A [b]Attack:[/b] None [b]Full Attack:[/b] None [b]Space/Reach:[/b] 1/2 ft./0 ft. [b]Special Attacks:[/b] Animate objects, attach 90 ft. [b]Special Qualities:[/b] Amphibious, blindsight 90 ft., DR 15/magic, immune to bludgeoning/crushing damage, SR15, ooze traits [b]Saves:[/b] Fort +1, Ref –5, Will –5 [b]Abilities:[/b] Str 6, Dex 1, Con 13, Int —, Wis 1, Cha 1 [b]Skills:[/b] Disguise –5*, Hide +21 [b]Feats:[/b] — [b]Environment:[/b] Underground [b]Organization:[/b] Solitary (with animated pile), pair (with animated piles), or herd (3-12) [b]Challenge Rating:[/b] 4 (Solitary), see below for animated pile [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] — [b]Level Adjustment:[/b] — This creature looks like nothing more than a stray drop of grayish water. It "possesses" objects using its animate objects ability much like an [i]animate objects[/i] spell. Most often it controls a pile of treasure, but members of this species has been known to possess bonfires (additional 1d4 fire damage), piles of junk, piles of dead bodies, etc. The treasure ooze can "possess" groups of objects that are piled together. The size of the pile does not matter to the ooze; there is even one case of a treasure ooze inhabiting a pile of children's toys (Small-size pile). As long as the treasure ooze animates the pile of objects, no object can be removed from it. It is necessary to kill the pile in order to get to the objects. The ooze can "walk" the pile only slightly much like a snail, but it has full mobility to attack and defend. A treasure ooze moves just like other oozes, but it is much, much slower. [b]Attach (Ex):[/b] This is the treasure ooze's main mode of travel. It shoots out a strand of webbing (invisible and intangible, but otherwise kind of like a normal spider web) and attaches itself to a passing creature most often without alerting the target creature that an attack has occurred. It loses its normal movement ability and moves wherever that attached creature moves keeping the same spatial relationship between itself and the target creature no matter how far or what movement mode the creature uses. This ride-along lasts usually until the target creature comes within range of a pile of objects (most often treasure piles, thus the creature's name) so it can use its animate objects ability on it, detach from the target creature and slowly move until it is safely buried under its animated pile. This ability lasts until the treasure ooze chooses to detach or dies. [b]Blindsight 90 ft. (Ex):[/b] Using sensitivity to vibrations, the treasure ooze with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the treasure ooze must have line of effect to a creature or object to discern that creature or object. The treasure ooze usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Blindsight is continuous, and the treasure ooze need do nothing to use it. [b]Skills:[/b] A treasure ooze gains a +10 racial bonus to Hide checks. *A treasure ooze gains a +15 racial bonus to Disguise checks when attempting to seem to be just a dirty drop of water (nearly always). [b]Animate Objects (Su):[/b] Once per day the treasure ooze can animate a pile of objects as if it were a single thing. This pile must have two or more of the following component materials: bone, cloth, flesh, metal, stone, or wood. Living or otherwise animated matter: creatures, plants, fungi, constructs, undead, etc., cannot be a part of the pile. In game terms, a pile of objects is at least three objects. Each object must be touching at least one other object of the pile. The treasure ooze imbues inanimate objects with cohesion and mobility (like an ooze) and a semblance of life. An animated pile of objects can be of any nonmagical materials (magic pieces fall out of the pile once it begins to move and this can affect the final size of the animated pile if large quantities of magic items are involved). The treasure ooze may animate any one pile of objects. It cannot use this ability if it already animates another pile (but see Engulf below). The size of the pile of objects determines the abilities it has. The composition of the materials of the objects determines its vulnerability and immunity. The treasure ooze stops movement of the animated pile as soon as a creature moves close enough to be sensed. The animated pile of objects remains motionless until a creature touches it or all creatures move out of range. If touched, it immediately attacks whomever or whatever touched the pile of things but it senses all creatures within 90 feet. It will not ignore other opponents once it has been touched. Any creatures killed will be added to the pile. While the treasure ooze animates a pile, the objects of the pile cannot be divided into their constituent parts until after the animated pile is destroyed. Any damage done to the animated pile damages only the control of the animated pile, not the objects that make up the animated pile (the hit points of the pile are the force of control asserted by the treasure ooze). Even damage that would normally destroy an object in the pile has no actual effect on the item, the damage only serves to sever the treasure ooze's connection with the pile of objects. The items of the pile themselves are fully protected from any damage while the treasure ooze animates them. A pile that is already animated by another treasure ooze cannot be the target of this ability. This ability cannot animate objects carried, worn, or engulfed by another creature. If two treasure oozes with animated piles meet, the controller of the larger pile takes over both piles and it becomes an even larger animated pile (sometimes enough to grow a size category or more). The former controller of the smaller animated pile releases its control and slowly moves on to search for another pile. [b][size=3]Animated Piles[/size][/b][size=3][/size] The animated pile remains under the complete control of the treasure ooze that animated it. The pile gains all of the following abilities: [b]Blend (Ex):[/b] Until a piece of the animated pile is touched by a creature, it is just an ordinary pile of objects. Until it attacks, no one should have a clue that it is not what it seems (certain divination magics will see through the disguise easily, but without magic the animated pile is not discoverable without touching it). [b]Blindsight 90 ft. (Ex):[/b] Using sensitivity to vibrations, the animated pile with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the animated pile must have line of effect to a creature or object to discern that creature or object. The animated pile usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Blindsight is continuous, and the animated pile need do nothing to use it. [b]Constrict (Ex):[/b] An animated pile deals automatic slam and piercing damage with a successful grapple check. [b]Construct Traits:[/b] No Constitution score, immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Cannot heal damage on its own. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); not at risk of death from massive damage. A construct is immediately destroyed when reduced to 0 hit points or less. Since it was never alive, a construct cannot be raised or resurrected. [b]Damage:[/b] The animated pile deals crushing and piercing damage with its constrict attack and either bludgeoning damage or slashing damage as its normal attack (DM decision: one or the other or both depending on the composition of the pile: coins would do bludgeoning, a pile of swords would do slashing, a pile of spears or unlike objects would do bludgeoning and slashing). Piercing damage from the constrict attack and the extra slashing and/or bludgeoning damage from the normal attack is figured by size of the pile. SIZE DAMAGE Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6 [b]Engulf (Ex):[/b] The animated pile can spread itself over an object of smaller size than itself and attune itself to the object for 1 hour to add that object to its pile. Using this ability could allow the animated pile to eventually change its size, immunity, or vulnerability; though the treasure ooze does not have the intelligence to want to change except to just grow bigger so it can procreate. [b]Immunity:[/b] The composition of the pile gives the treasure ooze immunity to one substance that is not the main component of the pile (general categories only: bone, cloth, flesh, metal, stone, or wood, chosen randomly). [b]Improved Grab (Ex):[/b] To use this ability, a treasure ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [b]Ooze Traits:[/b] Immunity to polymorph; No Intelligence score, blind (but has the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. [b]Reproduce:[/b] A treasure ooze must control a colossal-size pile in order to reproduce by fission. Every month that a treasure ooze animates a colossal-sized pile it will fission into another brand new treasure ooze that must slowly move away to find its own pile to animate. [b]Vulnerability:[/b] The animated pile takes +50% more damage from weapons made of the main component of the pile (general categories only: bone, cloth, flesh, metal, stone, or wood). [b][size=4]ANIMATED PILE[/size][/b][size=4][/size] [i]Small Construct[/i] [b]Hit Dice:[/b] 3d10+10 (26 hp) [b]Initiative:[/b] –5 [b]Speed:[/b] 10 ft. (2 squares) [b]Armor Class:[/b] 6 (+1 size, –5 Dex), touch 6, flat-footed 6 [b]Base Attack/Grapple:[/b] +2/–2 [b]Attack:[/b] Slam +3 melee (1d4+1d4 slashing or bludgeoning) [b]Full Attack:[/b] Slam +3 melee (1d4 plus 1d4 slashing or bludgeoning) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Constrict 1d4 plus 1d4 piercing, improved grab [b]Special Qualities:[/b] Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability [b]Saves:[/b] Fort +1, Ref –4, Will –4 [b]Abilities:[/b] Str 10, Dex 1, Con —, Int —, Wis 1, Cha 1 [b]Skills:[/b] — [b]Feats:[/b] — [b]Environment:[/b] Any [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 1 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 4 HD (Small) [b]Level Adjustment:[/b] — [i]Medium Construct[/i] [b]Hit Dice:[/b] 5d10+20 (47 hp) [b]Initiative:[/b] –5 [b]Speed:[/b] 10 ft. (2 squares) [b]Armor Class:[/b] 5 (–5 Dex), touch 5, flat-footed 5 [b]Base Attack/Grapple:[/b] +3/+4 [b]Attack:[/b] Slam +4 melee (1d6+1d6 slashing or bludgeoning) [b]Full Attack:[/b] Slam +4 melee (1d6 plus 1d6 slashing or bludgeoning) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Constrict 1d6+1 plus 1d6 piercing, improved grab [b]Special Qualities:[/b] Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability [b]Saves:[/b] Fort +1, Ref –4, Will –4 [b]Abilities:[/b] Str 12, Dex 1, Con —, Int —, Wis 1, Cha 1 [b]Skills:[/b] — [b]Feats:[/b] — [b]Environment:[/b] Any [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 3 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 6 HD (Medium) [b]Level Adjustment:[/b] — [i]Large Construct[/i] [b]Hit Dice:[/b] 7d10+30 (68 hp) [b]Initiative:[/b] –5 [b]Speed:[/b] 15 ft. (3 squares) [b]Armor Class:[/b] 4 (–1 size, , –5 Dex), touch 4, flat-footed 4 [b]Base Attack/Grapple:[/b] +5/+11 [b]Attack:[/b] Slam +6 melee (1d8+3 plus 1d8 slashing or bludgeoning) [b]Full Attack:[/b] Slam +6 melee (1d8+3 plus 1d8 slashing or bludgeoning) [b]Space/Reach:[/b] 10 ft./5 ft. [b]Special Attacks:[/b] Constrict 1d8+3 plus 1d8 piercing, improved grab [b]Special Qualities:[/b] Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability [b]Saves:[/b] Fort +2, Ref –3, Will –3 [b]Abilities:[/b] Str 14, Dex 1, Con —, Int —, Wis 1, Cha 1 [b]Skills:[/b] — [b]Feats:[/b] — [b]Environment:[/b] Any [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 5 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 8-9 HD (Large) [b]Level Adjustment:[/b] — [i]Huge Construct[/i] [b]Hit Dice:[/b] 10d10+40 (95 hp) [b]Initiative:[/b] –5 [b]Speed:[/b] 15 ft. (3 squares) [b]Armor Class:[/b] 3 (–2 size, –5 Dex), touch 3, flat-footed 3 [b]Base Attack/Grapple:[/b] +7/+19 [b]Attack:[/b] Slam +9 melee (2d6+6 plus 2d6 slashing or bludgeoning) [b]Full Attack:[/b] Slam +9 melee (2d6+6 plus 2d6 slashing or bludgeoning) [b]Space/Reach:[/b] 15 ft./10 ft. [b]Special Attacks:[/b] Constrict 2d6+6 plus 2d6 piercing, improved grab [b]Special Qualities:[/b] Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability [b]Saves:[/b] Fort +3, Ref –2, Will –2 [b]Abilities:[/b] Str 18, Dex 1, Con —, Int —, Wis 1, Cha 1 [b]Skills:[/b] — [b]Feats:[/b] — [b]Environment:[/b] Any [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 7 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 11-19 HD (Huge) [b]Level Adjustment:[/b] — [i]Gargantuan Construct[/i] [b]Hit Dice:[/b] 20d10+60 (170 hp) [b]Initiative:[/b] –5 [b]Speed:[/b] 20 ft. (4 squares) [b]Armor Class:[/b] 1 (–4 size, –5 Dex), touch 1, flat-footed 1 [b]Base Attack/Grapple:[/b] +15/+35 [b]Attack:[/b] Slam +19 melee (2d8+12 plus 2d8 slashing or bludgeoning) [b]Full Attack:[/b] Slam +19 melee (2d8+12 plus 2d8 slashing or bludgeoning) [b]Space/Reach:[/b] 20 ft./15 ft. [b]Special Attacks:[/b] Constrict 2d8+12 plus 2d8 piercing, improved grab [b]Special Qualities:[/b] Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability [b]Saves:[/b] Fort +6, Ref +1, Will +1 [b]Abilities:[/b] Str 26, Dex 1, Con —, Int —, Wis 1, Cha 1 [b]Skills:[/b] — [b]Feats:[/b] — [b]Environment:[/b] Any [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 12 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 21–39 HD (Gargantuan) [b]Level Adjustment:[/b] — [i]Colossal Construct[/i] [b]Hit Dice:[/b] 40d10+80 (300 hp) [b]Initiative:[/b] –5 [b]Speed:[/b] 20 ft. (4 squares) [b]Armor Class:[/b] –3 (–8 size, –5 Dex), touch –3, flat-footed –3 [b]Base Attack/Grapple:[/b] +30/+58 [b]Attack:[/b] Slam +34 melee (4d6+18 plus 4d6 slashing or bludgeoning) [b]Full Attack:[/b] Slam +34 melee (4d6+18 plus 4d6 slashing or bludgeoning) [b]Space/Reach:[/b] 30 ft./20 ft. [b]Special Attacks:[/b] Constrict 4d6+18 plus 4d6 piercing, improved grab [b]Special Qualities:[/b] Blend, blindsight 60 ft., construct traits, fast healing 2, immunity, ooze traits, vulnerability [b]Saves:[/b] Fort +13, Ref +8, Will +8 [b]Abilities:[/b] Str 34, Dex 1, Con —, Int —, Wis 1, Cha 1 [b]Skills:[/b] — [b]Feats:[/b] — [b]Environment:[/b] Any [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 15 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 41-60 HD (Colossal) [b]Level Adjustment:[/b] — [/QUOTE]
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