Globigerina Working Draft
Globigerina, Giant
Medium Ooze (Aquatic)
Hit Dice: 2d10+8 (19 hp)
Initiative: -4
Speed: Swim 5 ft. (1 squares)
Armor Class: 15 (-4 Dex, +9 natural), touch 6, flat-footed 15
Base Attack/Grapple: +1/+9
Attack: Spine +1 melee (1d4)
Full Attack: Spine +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spines, tendrils
Special Qualities: Blind, blindsight 60 ft., ooze traits, transparent
Saves: Fort +4, Ref -4, Will -5
Abilities: Str 10, Dex 2, Con 18, Int —, Wis 1, Cha 1
Skills: Swim +8
Feats: —
Environment: Any aquatic
Organization: Solitary, group (2-12) or field (10–60)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment: —
Floating in the water is a globe of needle-sharp spines which radiate from a small, coiled shell. The creature is hard to make out, as the spines are almost transparent and its shell matches the color of the water.
This giant microorganism bears a superficial resemblance to a giant, floating sea urchin. A colony of globigerina will instinctively arrange itself at different depths, like a floating minefield, and wait for food to blunder into its spines.
A globigerina appears to be a globe of spines at least 15 feet across, at the centre is a 3 foot wide coiled shell which contains the creature's living protoplasm. Globigerina generally weigh 800 pounds or more.
COMBAT
Globigerina is a passive threat, only attacking creatures who blunder into their spines. Globigerina usually drift on the currents waiting for prey or edible flotsam to come to them. They will slowly float towards food if they sense it nearby.
Spines (Ex): Any creature that comes within 5 ft. of a globigerina, or strikes a globigerina with a handheld or natural weapon, must succeed at a DC 15 Reflex save or be hit by a spine. Creatures hit by a spine takes 1d4 points of piercing damage and is immediately attacked by a tendril (see below). Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. A Large-sized globigerina has spines that threaten a 10 ft. radius. The save DC is Constitution-based.
A globigerina can also attack an opponent with its spines as a standard melee attack. Normally it attacks with a single spine, but if the globigerina is attached to the opponent by a tendril it can attack with 3 spines, with a +2 bonus to its attack rolls. A globigerina cannot make more than 4 attacks against any 5 ft. square within its reach.
Tendrils (Ex): Whenever a globigerina hits an opponent with a spine, it can attack that opponent with a tendril of protoplasm. This is a melee touch attack (+1 attack check for a typical globigerina) that does 1d2 acid damage.
If a tendril hits, it attaches itself to the opponent's body with adhesive secretions. The attached tendril then continues to damage the opponent (as above) every round, until the opponent escapes or the globigerina is killed. An attached globigerina is effectively grappling its prey and can be struck with a weapon or grappled itself. To remove an attached globigerina through grappling, the opponent must achieve a pin against the globigerina. Globigerina have a +8 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
Transparent (Ex): A globigerina is difficult to see when it is in the ocean, since it blends in to the color of deep water. It takes a DC 13 Spot check to notice one. Creatures who fail to notice a globigerina and move within 5 feet of it are automatically attacked.
Skills: Giant globigerina have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.