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<blockquote data-quote="Evil Josef" data-source="post: 680651" data-attributes="member: 3002"><p><strong>Ooze Genie</strong></p><p></p><p><span style="font-size: 15px">Genie, Ooze</span></p><p><strong>Large Outsider (Earth, Water, Evil)</strong></p><p><strong>Hit Dice:</strong> 8d8+16 (52 hp)</p><p><strong>Initiative:</strong> +2 (Dex) </p><p><strong>Speed:</strong> 20 ft.</p><p><strong>AC:</strong> 17 (-1 size, +2 Dex, +6 natural)</p><p><strong>Attacks:</strong> Slam +13/+8 melee </p><p><strong>Damage:</strong> Slam 1d8+9 and 1d6 acid</p><p><strong>Face/Reach:</strong> 5 ft. by 5 ft./10 ft.</p><p><strong>Special Attacks:</strong> Spell-like abilities, acid</p><p><strong>Special Qualities:</strong> Plane shift, telepathy</p><p><strong>Saves:</strong> Fort +8, Ref +8, Will +8</p><p><strong>Abilities:</strong> Str 22, Dex 14, Con 14, Int 10, Wis 15, Cha 15 </p><p><strong>Skills:</strong> Escape Artist +15, Intimidate +15, Listen +15, Spot +14, Spellcraft +13</p><p><strong>Feats:</strong> Cleave, Power Attack, Sunder</p><p></p><p><strong>Climate/Terrain:</strong> Any land</p><p><strong>Organization:</strong> Solitary, company (2-4), or band (6-15)</p><p><strong>Challenge Rating:</strong> 8</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement:</strong> 9-12 HD (Large); 13-24 HD (Huge)</p><p></p><p>Ooze genies are, quite possibly, the most despicable and immoral of genies. Like the dao, they are primarily concerned with wealth and power, and exploit lesser creatures to these means. Unlike the dao, they have no sense of industry or corporation - or hygiene.</p><p></p><p>Ooze genies appear at ten to fifteen foot tall obese humanoids, covered in a thick layer of semi-transparent green or gray slime. As their acid burns away most suitable clothing material, they usually go without apparel and either stash away their wealth in a hidden cave or command a team of slaves to transport it about, so that they might peruse it at their pleasure. Some ooze genies are fond of 'sticking' more resilient gems into their malodorous slime coverings.</p><p></p><p>On the Planes of Earth and Water, ooze genies regularly meet in clubs to brag about their "acquisitions" which they most likely bullied out of less powerful creatures or stole from otherwise impenetrable vaults and store-rooms using their acidic slime; activities that the ooze genies view as a delightful sport in spite of the damage and material losses they incur. The director of the club might organize a 'treasure hunt', in which a band goes out robbing on another plane, or form permanent communities where ooze genies might trade their pilfered possessions.</p><p></p><p>Ooze genies speak Aquan, Terran, and Common.</p><p></p><p><strong>COMBAT</strong></p><p></p><p>Ooze genies love to confuse and beguile opponents during battle by using <em>passwall</em>, <em>transmute rock to mud</em>, and <em>move earth</em> to keep the battlefield in constant disarray. Whatever creatures aren't buried by earth are ambushed through the walls by the treacherous ooze genies, who gleefully melt away armor and pound away with their powerful fists.</p><p></p><p> <strong>Spell-Like Abilities:</strong> At will - <em>alter self, detect good, detect magic, gaseous form, invisibilty,</em> and <em>passwall</em>; 3/day - <em>transmute rock to mud, move earth,</em> and <em>Melf's acidic arrow</em>; 1/day - grant up to three <em>limited wishes</em> (to nongenies only). These abilities are as the spells cast by a 19th-level sorcerer (save DC = 12 + spell level).</p><p> <strong>Acid (Ex):</strong> An ooze genie's viscous body-matter is highly acidic and can rapidly dissolve organic material and metal. Any melee hit deals acid damage. The ooze genie's acid deals 40 points of damage per round to metal or wooden objects. Armor or clothing dissolves and becomes useless immediately unless it succeeds at a Reflex save (DC 15). A metal or wooden weapon that strikes an ooze genie also dissolves immediately unless it succeeds at a Reflex save. If an ooze genie successfully grapples an opponent, the opponent's armor must likewise make a Reflex save at a -4 penalty or dissolve into uselessness.</p></blockquote><p></p>
[QUOTE="Evil Josef, post: 680651, member: 3002"] [b]Ooze Genie[/b] [size=4]Genie, Ooze[/size] [b]Large Outsider (Earth, Water, Evil)[/b] [b]Hit Dice:[/b] 8d8+16 (52 hp) [b]Initiative:[/b] +2 (Dex) [b]Speed:[/b] 20 ft. [b]AC:[/b] 17 (-1 size, +2 Dex, +6 natural) [b]Attacks:[/b] Slam +13/+8 melee [b]Damage:[/b] Slam 1d8+9 and 1d6 acid [b]Face/Reach:[/b] 5 ft. by 5 ft./10 ft. [b]Special Attacks:[/b] Spell-like abilities, acid [b]Special Qualities:[/b] Plane shift, telepathy [b]Saves:[/b] Fort +8, Ref +8, Will +8 [b]Abilities:[/b] Str 22, Dex 14, Con 14, Int 10, Wis 15, Cha 15 [b]Skills:[/b] Escape Artist +15, Intimidate +15, Listen +15, Spot +14, Spellcraft +13 [b]Feats:[/b] Cleave, Power Attack, Sunder [b]Climate/Terrain:[/b] Any land [b]Organization:[/b] Solitary, company (2-4), or band (6-15) [b]Challenge Rating:[/b] 8 [b]Treasure:[/b] Standard [b]Alignment:[/b] Always neutral evil [b]Advancement:[/b] 9-12 HD (Large); 13-24 HD (Huge) Ooze genies are, quite possibly, the most despicable and immoral of genies. Like the dao, they are primarily concerned with wealth and power, and exploit lesser creatures to these means. Unlike the dao, they have no sense of industry or corporation - or hygiene. Ooze genies appear at ten to fifteen foot tall obese humanoids, covered in a thick layer of semi-transparent green or gray slime. As their acid burns away most suitable clothing material, they usually go without apparel and either stash away their wealth in a hidden cave or command a team of slaves to transport it about, so that they might peruse it at their pleasure. Some ooze genies are fond of 'sticking' more resilient gems into their malodorous slime coverings. On the Planes of Earth and Water, ooze genies regularly meet in clubs to brag about their "acquisitions" which they most likely bullied out of less powerful creatures or stole from otherwise impenetrable vaults and store-rooms using their acidic slime; activities that the ooze genies view as a delightful sport in spite of the damage and material losses they incur. The director of the club might organize a 'treasure hunt', in which a band goes out robbing on another plane, or form permanent communities where ooze genies might trade their pilfered possessions. Ooze genies speak Aquan, Terran, and Common. [b]COMBAT[/b] Ooze genies love to confuse and beguile opponents during battle by using [i]passwall[/i], [i]transmute rock to mud[/i], and [i]move earth[/i] to keep the battlefield in constant disarray. Whatever creatures aren't buried by earth are ambushed through the walls by the treacherous ooze genies, who gleefully melt away armor and pound away with their powerful fists. [b]Spell-Like Abilities:[/b] At will - [i]alter self, detect good, detect magic, gaseous form, invisibilty,[/i] and [i]passwall[/i]; 3/day - [i]transmute rock to mud, move earth,[/i] and [i]Melf's acidic arrow[/i]; 1/day - grant up to three [i]limited wishes[/i] (to nongenies only). These abilities are as the spells cast by a 19th-level sorcerer (save DC = 12 + spell level). [b]Acid (Ex):[/b] An ooze genie's viscous body-matter is highly acidic and can rapidly dissolve organic material and metal. Any melee hit deals acid damage. The ooze genie's acid deals 40 points of damage per round to metal or wooden objects. Armor or clothing dissolves and becomes useless immediately unless it succeeds at a Reflex save (DC 15). A metal or wooden weapon that strikes an ooze genie also dissolves immediately unless it succeeds at a Reflex save. If an ooze genie successfully grapples an opponent, the opponent's armor must likewise make a Reflex save at a -4 penalty or dissolve into uselessness. [/QUOTE]
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