Ooze Familiars (Ooze Familiars get an Intelligence just like normal familiars. However, they do not gain any natural armor bonus)
Gray Ooze Gelatinous Cube Ochre Jelly
Tiny Ooze Tiny Ooze Tiny Ooze
Hit Dice: 3d10+10 (26 hp) 4d10+16 (38 hp) 6d10+12 (45 hp)
Initiative: -5 (Dex) -5 (Dex) -5 (Dex)
Speed: 10 ft. 15 ft. 10 ft., climb 10 ft.
AC: 7 (-5 Dex, +2 Size) 7 (+2 size, -5 Dex) 7 (+2 size, -5 Dex)
Attacks: Slam +5 melee Slam +4 melee Slam +8 melee
Damage: Slam 1d3+1 and 1d6 acid Slam 1d3+4 and 1d6 acid Slam 1d3+3 and 1d4 acid
Special Attacks: Improved grab, acid, corrosion, Engulf, paralysis, acid Improved grab, acid,
constrict 1d6+1 and 1d6 acid constrict 2d4+3 and 1d4 acid
Special Qualities: Blindsight, cold and fire Blindsight, transparent, electricity Blindsight, split, ooze
immunity, ooze, camouflage immunity, ooze
Saves: Fort +1, Ref -4, Will -4 Fort +5, Ref -4, Will -4 Fort +4, Ref -3, Will -3
Abilities: Str 12, Dex 1, Con 11, Str 10, Dex 1, Con 19, Str 15, Dex 1, Con 15,
Int -, Wis 1, Cha 1 Int -, Wis 1, Cha 1 Int -, Wis 1, Cha 1
Black Pudding
Tiny Ooze
Hit Dice: 10d10+40 (95 hp)
Initiative: -5 (Dex)
Speed: 20 ft., climb 20 ft.
AC: 7 (+2 size, -5 Dex)
Attacks: Slam +12 melee
Damage: Slam 1d3+4 and 2d6 acid
Special Attacks: Improved grab, acid, constrict
2d6+4 and 2d6 acid
Special Qualities: Blindsight, split, ooze
Saves: Fort +7, Ref -2, Will -2
Abilities: Str 17, Dex 1, Con 19,
Int -, Wis 1, Cha 1
Oozes
Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.
Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Gray Ooze
Improved Grab (Ex): To use this ability, the gray ooze must hit with its slam attack. If it gets a hold, it can constrict.
Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal. Any melee hit deals acid damage. The ooze’s acidic touch deals 40 points of damage per round to wood or metal objects. Armor or clothing dissolves and becomes useless immediately unless it succeeds at a Reflex save (DC 19). The acid cannot harm stone. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds at a Reflex save (DC 19).
Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor suffer a -4 penalty to Reflex saves against the acid.
Camouflage (Ex): It takes a successful Spot check (DC 15) to recognize a motionless gray ooze for what it really is.
Gelatinous Cube
Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed at a Reflex save (DC 13) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body.
Paralysis (Ex): Gelatinous cubes secrete an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed at a Fortitude save (DC 16) or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.
Acid (Ex): A gelatinous cube’s acid does not harm metal or stone.
Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a successful Spot check (DC 15) to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.
Ochre Jelly
Improved Grab (Ex): To use this ability, the ochre jelly must hit with its slam attack. If it gets a hold, it can constrict.
Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage.
Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.
Split (Ex): Weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half the original’s hit points (round down). A jelly with only 1 hit point cannot be further split.
Black Pudding
Improved Grab (Ex): To use this ability, the black pudding must hit with its slam attack. If it gets a hold, it can constrict.
Acid (Ex): The pudding secretes a digestive acid that dissolves organic material and metal quickly. Any melee hit deals acid damage. The pudding’s acidic touch deals 50 points of damage per round to wood or metal objects. The opponent’s armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 19). The acid can dissolve stone, dealing 20 points of damage per round of contact. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds at a Reflex save (DC 19).
Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor suffer a -4 penalty to Reflex saves against the acid.
Split (Ex): Weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half the original’s hit points (round down). A pudding with only 1 hit point cannot be further split.
Edit: Okay, the formating stinks but I don't know a better way of doing it. All I did was take the four oozes found in the MM and reduce them to tiny size.