Ooze, Plasma (CR 20/MR 8)

Mythic Plasma Ooze (CR 20/MR 8)
XP 307,200
Pathfinder Roleplaying Game Bestiary 3
N Gargantuan ooze (mythic)
Init +2; Senses blindsight 60 ft., x-ray visionMA; Perception –5
Aura magnetic pulse (30 ft., DC 28)

Defense

AC 16, touch 8, flat-footed 14 (+2 Dex, +8 natural, –4 size)
hp 347 (21d8+253)
Fort +15, Ref +9, Will +2
Defensive Abilities split (slashing or sonic, 46 hp); DR 20/—MA; Immune acid, electricity, bludgeoning and piercing damage, ooze traits; Resist cold 30

Offense

Speed fly 30 ft. (perfect)
Melee slam +25 (4d6+21 plus 4d6 electricity, 4d6 fire, and grab)
Ranged 1d4 plasma rays +13 touch (4d6 electricity and 4d6 fire/19–20/x3MA) or focused plasma beam +18 touch (8d6 electricity and 8d6 fire/18-20/x3MA)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (4d6+21 plus 4d6 electricity and 4d6 fire), engulf (DC 34, 4d6 electricity and 4d6 fire), focus beamMA, mythic power (10/day, surge 1d10+1), plasma furnaceMA, power surgeMA

Statistics

Str 38, Dex 15, Con 26, Int —, Wis 1, Cha 1
Base Atk +15; CMB +33 (+37 grapple); CMD 45
Feats Critical FocusMA, MF, Extra Mythic PowerMF, Potent SurgeMF, ToughnessMA, MF
Skills Fly +4
SQ magnetic repulsionMA, no breath

Ecology

Environment any
Organization solitary
Treasure none

Special Abilities

Augmented Critical (Ex) A mythic plasma ooze’s plasma rays have a critical threat range of 19-20 and deal x3 damage on a critical hit.

Damage Reduction (Ex) A mythic plasma ooze gains DR 20/— instead of DR 10/epic.

Focus Beam (Su) As a full-round action, a mythic plasma ooze can combine its plasma rays into a single focused discharge. It gains a +5 competence bonus to its attack roll with this beam, dealing 8d6 points of electricity and 8d6 points of fire damage on a hit, with a critical threat range of 18-20. A mythic plasma ooze can also spend two uses of its mythic power when using its focused beam to increase its competence bonus to the attack roll to +10, increase damage to 8d10 points of electricity and fire damage, and increase its critical threat range to 15-20 for that attack.

Magnetic Pulse (Su) A plasma ooze is surrounded by an aura of magnetism that allows it to attract metallic objects and creatures. At the start of the ooze’s turn as a free action, the ooze makes a combat maneuver check against all metallic creatures, all creatures wearing metal armor, and all creatures wielding metal weapons within 30 feet. If it beats the CMD of a metal or armored creature with this check, that creature is pulled 10 feet closer to the ooze and cannot move away from the ooze for 1 round. If this causes the creature to move into a square occupied by the plasma ooze, the ooze can attempt to engulf that creature as a free action. If it beats the CMD of a creature wielding a metal weapon, that weapon is disarmed and pulled 10 feet closer to the ooze. Unattended metal objects of size Large or smaller are automatically pulled toward a plasma ooze. This magnetism is supernatural in nature and affects all metal objects.

Magnetic Repulsion (Su) At the start of a mythic plasma ooze’s turn as a free action, it can invert the polarity of its magnetic pulse ability, allowing it to push metal or metal-armored creatures or objects away rather than pulling it towards themselves. Metal or partially metal projectiles, including arrows, bolts, and sling bullets, are harmlessly deflected, and metal or metal-armored creatures trying to move towards the ooze are affected as repulsion (DC 28 Will negates). This effect lasts until the beginning of the ooze’s next turn. The save DC is Constitution-based.

Mindless Critical Focus (Ex) A mythic plasma ooze gains Critical Focus as a bonus feat, even though it is mindless.

Mindless Toughness (Ex) A mythic plasma ooze gains Toughness as a bonus feat, even though it is mindless.

Plasma Furnace (Ex) When a mythic plasma ooze constricts or engulfs one or more creatures or objects, it can spend one use of its mythic power to increase the electricity and fire damage it deals with these attacks to 4d10 rather than 4d6 for 1 minute. This electricity and fire damage ignores energy resistance or immunity as well as the hardness of non-mythic objects.

Plasma Ray (Su) As a standard action, a plasma ooze can fire 1d4 plasma rays at up to 4 separate targets within 60 feet (no more than one ray can attack a single creature). Each ray deals 4d6 points of electricity damage and 4d6 points of fire damage on a hit.

Power Surge (Ex) When a mythic plasma ooze attacks a creature that has immunity or resistance to electricity or fire damage, it can spend one use of its mythic power to ignore that creature’s resistance for 1 minute or their immunity for 1 round.

X-ray Vision (Su) As described in the New Universal Monster Rules in the Mythic Monsters chapter of Pathfinder Roleplaying Game Mythic Adventures.

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