Frost Cube (CR 5/MR 2)

Mythic Frost Cube (CR 5/MR 2)
XP 1,600
Pathfinder Roleplaying Game Bestiary (variant gelatinous cube)
N Large ooze (mythic)
Init –5; Senses blindsight 60 ft.; Perception –5
Aura freezing sporesMA (5 ft.)

Defense

AC 6, touch 4, flat-footed 6 (–5 Dex, +2 natural, –1 size)
hp 70 (4d8+52)
Fort +10, Ref –4, Will –4
Defensive Abilities fast healing 3 (see freezing spores); Immune electricity, ooze traits; Resist fire 30
Weaknesses vulnerable to cold

Offense

Speed 10 ft.
Melee slam +2 (1d6 plus 1d6 acid)
Space 10 ft.; Reach 5 ft.
Special Attacks engulf (DC 12, 1d6 acid, 3d6 nonlethal cold, and paralysis), mythic power (4/day, surge 1d6), paralysis (3d6 rounds, DC 21)

Statistics

Str 10, Dex 1, Con 28, Int —, Wis 1, Cha 1
Base Atk +3; CMB +4; CMD 9 (can’t be tripped)
Feats Extra Mythic PowerMF
SQ heat sinkMA, silent slithererMA, transparent

Ecology

Environment any underground
Organization solitary
Treasure incidental

Special Abilities

Acid (Ex) A frost cube’s acid does not harm metal or stone.

Engulf (Ex) Although it moves slowly, a frost cube can simply engulf Large or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The frost cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 12 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis, acid, and freezing spores, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.

Freezing Spores (Ex) A mythic frost cube is laced with brown mold, and any creature adjacent to the cube at the beginning of its turn takes 3d6 points of nonlethal cold damage. In addition, because of its brown mold infestation a mythic frost cube gains fast healing 3 when within 5 feet of a fire effect.

Heat Sink (Su) When a mythic frost cube would take damage from a fire effect, it instead converts the first 30 points of fire damage into temporary hit points, gaining 1 temporary hit point for every 3 points of damage it ignores (maximum 30 temporary hit points). An effect that deals more than 30 points of fire damage can harm the cube, as only the first 30 points from each attack are absorbed and converted in this fashion.

Paralysis (Ex) A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 21 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution- based.

Silent Slitherer (Ex) The DC to spot a mythic frost cube is increased (see its transparency ability), and this DC is not reduced by the cube’s movement. In addition, a mythic frost cube takes no penalties for squeezing into or through spaces at least 5 feet wide.

Transparent (Ex) Due to its lack of coloration, a mythic frost cube is difficult to discern. A DC 20 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.

See the Legal & OGL page. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.