the armor destroying tactic will be more effective when they appear in groups, then.
OK, next!
This one is pretty simple; in fact, it may not have much of anything wrong with it at all.
#58
Huge Ooze (Fire)
Hit Dice: 8dl0+32+20 (96 hp)
Initiative: -5 (Dex)
Speed: ; 20 ft.
AC: 3 (-2 size, -5 Dex)..
Attacks: Slam +13/+8 melee
Damage: Slam 2d6+13 plus 2d6 fire (special)
Face/Reach: 10 ft. x 20 ft./10 ft.
Special Attacks: Constrict, Fire Touch, Improved Grab
Special Qualities: Blindsight 60 ft.. Immunities
Saves: For +6, Ref -3, Will -3
Abilities: Str 28, Dex 1, Con 19, Int ?, Wis 1, Cha 1_
Climate/Terrain: Warm land and underground
Organization: Solitary
Challenge Rating; 17
Treasure:. None
Alignment: Always neutral
Advancement: 9 -16 HD (Huge)
HOT GOO lives near latent sources of heat, like volcanoes and fissures. Bright red in color and burning to the touch, the HOT GOO can even live in molten rock unnoticed until its extends its fire touch.
COMBAT
Constrict (Ex): A HOT GOO automatically deals slam and fire damage with a successful grapple check. It also deals Constriction damage in addition to damage dealt by the weapon used to grab with Improved Grab.
Fire Touch (Ex): The HOT GOO is made entirely of a very hot substance; it melts and burns metal and any organic material it touches. Any melee hit a HOT GOO does to an opponent deals 2d6 fire damage; the same damage is done each round to any substance the HOT GOO is in contact with. This damage continues for Id3 rounds after exposure ceases, but at Id6 damage per round. Items attended by a character, and magical items receive a Reflex save (DC 17). A magical item's save bonus is equal to 2 + one-half its caster level or that of its owner, whichever is better, while attended items use the character's save bonus. A weapon or other object that strikes a HOT GOO also takes the recurring fire damage.
Improved Grab (Ex): If the creature hits an opponent of at least one size category smaller than itself or smaller with its slam attack, it deals normal damage and either attempts to start a grapple as a free action without provoking an attack of opportunity, or it pulls the opponent into its space without provoking an attack of opportunity and holds him with a -20 penalty to grapple checks, using its remaining attacks against other opponents. A successful hold deals Constrict damage. If the creature does not Constrict, each successful grapple check it makes during successive rounds automatically deals normal damage for the slam attack. Otherwise, it deals Constrict damage as well.