Ooze, Id (CR 7/MR 3)

Mythic Id Ooze (CR 7/MR 3)
XP 3,200
Pathfinder Roleplaying Game Bestiary (gray ooze variant)
N Medium ooze (mythic)
Init +4MF; Senses blindsight 60 ft.; Perception –3


AC 12, touch 7, flat-footed 12 (–3 Dex, +5 natural)
hp 94 (4d8+76)
Fort +12, Ref –2, Will –2
Defensive Abilities Immune cold, fire, ooze traits


Speed 10 ft.
Melee slam +8 (1d6+7 plus 1d6 acid and grab)
Special Attacks acid, constrict (1d6+7 plus 1d6 acid), id insinuationMA, mythic power (3/day, surge 1d6), psychotropic vaporsMA

Spell-Like Abilities (CL 4th; concentration +1)
At will—lesser confusion (DC 11)


Str 20, Dex 5, Con 32, Int 2, Wis 5, Cha 5
Base Atk +3; CMB +8 (+12 grapple); CMD 15 (can’t be tripped)
Feats Improved InitiativeMF, ToughnessMF
Skills Climb +5, Stealth +1
Languages id ooze empathy (100 ft.)
SQ absorptive camouflageMA, caustic trailMA, transparent

Special Abilities

Absorptive Camouflage (Ex) A mythic id ooze leaches trace minerals out of any surface to which it clings, melding its substance with that surface. This renders it undetectable by blindsense, blindsight, scent, and tremorsense, though it can be perceived by normal vision.

Acid (Ex) The digestive acid that covers an id 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 an id 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 an id 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.

Caustic Trail (Ex) A mythic gray ooze leaves behind a slime trail when it moves. This caustic slime persists for 4 rounds after the gray ooze passes, making the area as slick as a grease spell and dealing 1 point of acid damage for each square a creature moves into (this damage is increased to 1d4 if the creature is prone or crawling). A creature beginning its turn prone in the area of a mythic id ooze’s caustic trail is exposed to its psychotropic vapors, though the save DC is reduced to 18 as the residual vapors are less potent than those emanating from the ooze’s body.

Id Ooze Empathy (Ex) Id oozes can communicate basic empathic information with other id oozes within 100 feet via telepathy.

Id Insinuation (Ex) A mythic id ooze can use its lesser confusion spell-like ability as a swift action that does not provoke attacks of opportunity, and it adds a racial bonus equal to its mythic rank to the save DC. In addition. if it expends a use of mythic power the duration of the confusion increases to 4 rounds and affects the target as mythic confusion, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures. The target also takes 4d6 points of nonlethal damage and 1d4 points of Intelligence damage on a failed save. Even on a successful save, the target takes 2d6 points of nonlethal damage. The save DC is Charisma-based.

Psychotropic Vapors (Ex) Any creature beginning its turn adjacent to a mythic id ooze is exposed to an inhaled mind-affecting poison: save Fort DC 23; frequency 1/round for 6 rounds; effect dazzled and 1d3 Wis; cure 2 consecutive saves. A creature grappled by a mythic id ooze takes a -3 penalty to its save against this ability. The save DC is Constitution-based.

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

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