Elphidium Working Draft
Elphidium, Giant
Small Ooze (Aquatic)
Hit Dice: 1d10+4 (9 hp)
Initiative: -2
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 16 (+1 size, -2 Dex, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +0/+2
Attack: Tentacle +0 melee (1d2-1)
Full Attack: 3 tentacles +0 melee (1d2-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, "penetrate armour"
Special Qualities: Blind, blindsight 60 ft., ooze traits
Saves: Fort +4, Ref -2, Will -5
Abilities: Str 8, Dex 7, Con 18, Int —, Wis 1, Cha 1
Skills: Climb +7
Feats: —
Environment: Any aquatic
Organization: Solitary or mass (2–20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium)
Level Adjustment: —
Description.
Stuff.
COMBAT
Tactics
An opponent can attack an elphidium's tentacles with a sunder attempt as if they were weapons. A elphidium's tentacles have 1 hit points each. If a elphidium is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a elphidium's tentacles does no damage to the creature. An elphidium can grow a replacement tentacle in 1d4 rounds.
Tactics.
Skills: Elphidium have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.