Deathtrap Ooze (CR 10/MR 4)

Mythic Deathtrap Ooze (CR 10/MR 4)
XP 9,600
Pathfinder Roleplaying Game Bestiary 3 (deathtrap ooze)
N Large ooze (mythic, shapechanger)
Init –4; Senses Perception –5


AC 14, touch 5, flat-footed 14 (–4 Dex, +9 natural, –1 size)
hp 170 (12d8+116)
Fort +11, Ref +0, Will –1
Defensive Abilities DR 10/epic; Immune acid, ooze traits


Speed 20 ft., climb 20 ft.
Melee slam +14 (2d6+9 plus 2d6 acid and grab)
Space 10 ft.; Reach 10 ft.
Special Attacks complex trapsterMA, constrict (2d6+9 plus 2d6 acid), deadly trapsterMA, mythic power (6/day, surge 1d8+1) , ranged trapsterMA


Str 22, Dex 3, Con 24, Int —, Wis 1, Cha 1
Base Atk +9; CMB +16 (+20 grapple); CMD 22 (can’t be tripped)
Feats Extra Mythic Power, Potent Surge
Skills Climb +14
SQ compression, reinforced constructionMA, sudden resetMA, trap form


Environment any underground
Organization solitary
Treasure none

Special Abilities

Acid (Ex) A deathtrap ooze secrets acid that dissolves only flesh. Creatures or objects made of materials other than flesh are immune to this acid.

Complex Trapster (Ex) A mythic deathtrap ooze can subdivide its substance into more than one trap by spending one use of its mythic power per trap after the first. The traps may be of the same kind or different kinds, but the total CR of all trap forms it assumes cannot exceed the CR of the mythic deathtrap ooze. When one trap is triggered, all traps trigger simultaneously. If a mythic deathtrap ooze creates poisoned traps with its ranged trapster ability, it spends one additional point of mythic power for each different type of poisoned trap it creates; if all poisoned traps are of the same type, it costs only one additional point of mythic power, not one point per trap.

Deadly Trapster (Ex) When in its trap form, a mythic deathtrap ooze’s critical threat range for any attacks it makes as a trap is increased to 19-20. In addition, when its trap is triggered, it can spend one use of its mythic power to increase this critical threat range to 17-20 and increases its critical multiplier by 1. This effect applies to all attack rolls made by the trap but ends as soon as the deathtrap ooze is forced to revert to its true form.

Ranged Trapster (Ex) A mythic deathtrap ooze can assume slightly more complex forms, including ranged traps from Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook, such as the arrow trap (CR 1), javelin trap (CR 2), and hail of arrows trap (CR 9), and may spend one use of its mythic power to create a poisoned ranged trap, such as a poisoned dart trap (CR 1) or wyvern arrow trap (CR 6). Poisons it creates in trap form become inert when it reverts to its normal form. When a ranged trap is triggered, a mythic deathtrap ooze may spend one use of its mythic power to apply its Strength modifier instead of its Dexterity modifier to attack rolls with the ranged trap.

Reinforced Construction (Ex) When in trap form, a mythic deathtrap ooze’s form becomes as hard as steel, gaining hardness 10.

Sudden Reset (Ex) When its trap is triggered, as a full-round action a mythic deathtrap ooze can reset its trap as if it had not been triggered. If creatures are still within or adjacent to the deathtrap ooze’s location, it can spend one use of its mythic power as a swift action to then trigger those traps again, even if those creatures do nothing that would normally trigger the trap.

Trap Form (Su) Taking 1 minute to do so, a deathtrap ooze can assume the form of any Medium or Large mechanical trap that has no more than one moving part (excluding pits). The ooze can maintain this form indefinitely. The trap it can assume the form of must be of a CR equal to or less than that of the deathtrap ooze itself—appropriate traps from Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook include the swinging axe trap (CR 1), the wall scythe trap (CR 4), and the falling block trap (CR 5). In trap form, the ooze uses its attack bonus, but otherwise functions as the emulated trap and uses that trap’s statistics and damage. If a creature searching for traps exceeds the DC to find the ooze’s trap form, a successful follow-up DC 19 Knowledge (dungeoneering) check allows the creature that discovered the trap to discern its true nature. If the ooze takes any damage, it reverts to its normal form as a free action. Otherwise, reverting to its normal form takes a swift action.

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