Ooze, Garden (CR 3/MR 1)

Mythic Garden Ooze (CR 3/MR 1)
XP 800
Pathfinder Roleplaying Game Bestiary 3
N Small ooze (mythic)
Init +3; Senses blindsight 60 ft.; Perception –5


AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 27 (3d8+14)
Fort +3, Ref +4, Will –4
Defensive Abilities Immune acid, ooze traits


Speed 20 ft., climb 20 ft.
Melee slam +3 (1d4 plus 1d8 acid and trip)
Special Attacks acid, mythic power (3/day, surge 1d6), spew sludgeMA, stinkMA


Str 11, Dex 16, Con 15, Int —, Wis 1, Cha 1
Base Atk +2; CMB +1; CMD 14 (can’t be tripped)
Feats Extra Mythic PowerMF
Skills Climb +8
SQ camouflage


Environment temperate forests, marshes, and urban
Organization solitary, pair, or patch (3–5)
Treasure none

Special Abilities

Acid (Ex) A garden ooze excretes digestive acid that can dissolve flesh. Creatures made of harder materials or plant matter are immune to the ooze’s acid.

Camouflage (Ex) A garden ooze is difficult to spot when it is at rest among plant growth of any type. A DC 15 Perception check is required to notice the ooze is a separate entity and not a diseased portion of the plant it rests upon. The ooze automatically hits with a slam against any creature that fails to notice the ooze and enters its square.

Spew Sludge (Ex) As a move action, a mythic garden ooze can expel a slurry of liquefied earth and decayed plant matter into an adjacent square. That square is treated as difficult terrain until the sludge dries (taking 1 hour), and the slippery sludge causes a -2 penalty on Acrobatics checks within that square, on saving throws against effects that would forcibly move a creature in that square or knock that creature prone, and to the combat maneuver defense of a creature in that square against bull rush, drag, reposition, and trip combat maneuvers. A mythic garden ooze may spend one use of its mythic power to spew sludge in a 10-foot cone-shaped spread rather than a single square. After using this ability, a mythic garden ooze must wait 1d4 rounds before using it again.

Stink (Ex) Once every 24 hours, a garden ooze can release foul-smelling gases in a 5-foot-radius spread centered on the ooze. The ooze usually does so after it is first injured. The stench of these vapors is overpowering during the first round it exists, causing living creatures within it to become sickened for 1d3 rounds (Fort DC 13 negates). This is a poison effect. The save DC is Constitution-based.

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