the Jester
Legend
This guy is based on the chromatic mold from 2e, but it's a little more proactive.
Monster Name Iridescent ooze
Size & Type Medium Ooze
Hit Dice: 4d10+10 (32 hp)
Initiative: -3 (dex)
Speed: 20’, climb 10’
AC: 7 (-3 dex)
Attacks: Slam +5 melee
Damage: Slam 1d6+3 plus 1d6 acid
Face/Reach: 5’x5’/5’
Special Attacks: Darkvision fascination, improved grab, acid, constrict 2d4+3 plus 1d6 acid
Special Qualities: Immunities, blindsight 30’ radius, ooze
Saves: Fort +1, Ref -2, Will +1
Abilities: Str 14, Dex 4, Con 11, Int -, Wis 11, Cha 4
Skills: None
Feats: None
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement Range: 5-8 HD (medium), 9-12 HD (large)
Description: An iridescent ooze appears as a milky-white ooze to normal vision, but when viewed with darkvision it shows many colors- a strange experience, to say the least, since darkvision is in black and white! The changing colors pulse and writhe, fascinating potential victims of the ooze. Iridescent oozes can flow up walls and through cracks of at least 1” width, and can even stick to ceilings.
Combat: If a victim comes close enough to be fascinated, the iridescent ooze will flow towards it and try to consume it.
Darkvision Fascination (Su): When viewed with darkvision only, the iridescent ooze seems to flow with a rainbow of colors, pulsing and writhing in a radius of about 3’ around the ooze. Any creature looking upon the writhing colors must make a Will save, DC12, or be fascinated and unable to look away (as if affected by a hypnotic pattern). Once the creature takes damage the fascination is broken.
Improved Grab (Ex): To use this ability the ooze must hit with its slam attack. If it gets a hold it can constrict.
Acid (Ex): The iridescent ooze’s acid deals 40 hit points of damage per round to metal or wood objects. Armor and clothing becomes useless and dissolves immediately unless it succeeds at a Reflex save (DC19). Metal or wood weapons that strike an iridescent ooze also dissolves unless it makes a Reflex save (DC 19).
Immunities (Ex): An iridescent ooze is immune to acid-based and electrical attacks.
Whatcha think? I figured it's a little tougher than a gray ooze overall, but not quite as nasty as an ochre jelly. Still, I think it's worth a CR5. Opinions?
Monster Name Iridescent ooze
Size & Type Medium Ooze
Hit Dice: 4d10+10 (32 hp)
Initiative: -3 (dex)
Speed: 20’, climb 10’
AC: 7 (-3 dex)
Attacks: Slam +5 melee
Damage: Slam 1d6+3 plus 1d6 acid
Face/Reach: 5’x5’/5’
Special Attacks: Darkvision fascination, improved grab, acid, constrict 2d4+3 plus 1d6 acid
Special Qualities: Immunities, blindsight 30’ radius, ooze
Saves: Fort +1, Ref -2, Will +1
Abilities: Str 14, Dex 4, Con 11, Int -, Wis 11, Cha 4
Skills: None
Feats: None
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement Range: 5-8 HD (medium), 9-12 HD (large)
Description: An iridescent ooze appears as a milky-white ooze to normal vision, but when viewed with darkvision it shows many colors- a strange experience, to say the least, since darkvision is in black and white! The changing colors pulse and writhe, fascinating potential victims of the ooze. Iridescent oozes can flow up walls and through cracks of at least 1” width, and can even stick to ceilings.
Combat: If a victim comes close enough to be fascinated, the iridescent ooze will flow towards it and try to consume it.
Darkvision Fascination (Su): When viewed with darkvision only, the iridescent ooze seems to flow with a rainbow of colors, pulsing and writhing in a radius of about 3’ around the ooze. Any creature looking upon the writhing colors must make a Will save, DC12, or be fascinated and unable to look away (as if affected by a hypnotic pattern). Once the creature takes damage the fascination is broken.
Improved Grab (Ex): To use this ability the ooze must hit with its slam attack. If it gets a hold it can constrict.
Acid (Ex): The iridescent ooze’s acid deals 40 hit points of damage per round to metal or wood objects. Armor and clothing becomes useless and dissolves immediately unless it succeeds at a Reflex save (DC19). Metal or wood weapons that strike an iridescent ooze also dissolves unless it makes a Reflex save (DC 19).
Immunities (Ex): An iridescent ooze is immune to acid-based and electrical attacks.
Whatcha think? I figured it's a little tougher than a gray ooze overall, but not quite as nasty as an ochre jelly. Still, I think it's worth a CR5. Opinions?