Ooze, Crystal (CR 5/MR 2)

Mythic Crystal Ooze (CR 5/MR 2)
XP 1,600
Pathfinder Roleplaying Game Bestiary (variant gray ooze)
N Medium ooze (aquatic, mythic)
Init –5; Senses blindsight 60 ft.; Perception –5

Defense

AC 7, touch 5, flat-footed 7 (–5 Dex, +2 natural)
hp 70 (4d8+52)
Fort +10, Ref –4, Will –4
Defensive Abilities Immune cold, fire, ooze traits

Offense

Speed 10 ft., swim 30 ft.
Melee slam +6 (1d6+4 plus 1d6 acid, grab, and paralysis)
Special Attacks acid, contagious crystallizationMA, mythic power (4/day, surge 1d6), rapid corrosionMA, smotherMA

Statistics

Str 16, Dex 1, Con 28, Int —, Wis 1, Cha 1
Base Atk +3; CMB +6 (+10 grapple); CMD 11 (can’t be tripped)
Feats Extra Mythic PowerMF
SQ transparent

Special Abilities

Acid (Ex) The digestive acid that covers a crystal ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a crystal ooze takes the same amount of acid damage unless the wearer succeeds on a DC 21 Reflex saving throw. A wooden or metal weapon that strikes a crystal ooze takes 1d6 acid damage unless the weapon’s wielder succeeds on a DC 21 Reflex save. The ooze’s touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DCs are Constitution-based.

Contagious Crystallization (Su) A creature grabbed by a crystal ooze takes 2 points of Dexterity damage and is slowed (as the spell) for 1 round as its body begins transmuting into fibrous crystal unless it succeeds on a DC 21 Fortitude save. This is a petrification effect. A creature whose Dexterity is reduced to zero through contagious crystallization is transmuted into crystal for 24 hours. This effect does not affect any gear worn by the target but otherwise functions as flesh to stone. After 24 hours, the target turns back into flesh but her Dexterity damage is still present, most likely leaving her helpless (though this damage can be healed naturally or magically), and she also takes 1d4 points of Constitution drain due to the leaching of trace elements and minerals from her body by the mythic crystal ooze. The save DC is Constitution-based.

Paralysis (Ex) A crystal ooze secretes a paralytic toxin that causes those whom it strikes to become paralyzed for 3d6 rounds if they fail a DC21 Fortitude save. This is a poison effect. The save DC is Constitution-based.

Rapid Corrosion (Ex) A mythic crystal ooze’s acid ignores the hardness of metal objects unless they are mythic magical items. If it remains in contact with an unattended wooden or metal object for 1 full round, its touch deals 24 points of acid damage.

Smother (Ex) As described in the New Universal Monster Rules in the Mythic Monsters chapter of Pathfinder Roleplaying Game Mythic Adventures.

Transparent (Ex) Due to its lack of vivid coloration, a crystal ooze is difficult to discern from its surroundings in most environments. A DC 15 Perception check (DC 20 if the ooze is in the water) is required to notice the crystal ooze. Any creature that fails to notice a crystal ooze and walks or swims into it automatically takes damage as if struck by the ooze’s slam attack and must save or be paralyzed.

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