Sonic Slime (CR 11/MR 4)

A nearly invisible shimmering hum undulates through the air, which seems to bend and ripple as compressed waves of sound compact and distort the air itself as waves and walls of sound cascade and fade as it moves.

Sonic Slime (CR 11/MR 4)
XP 12,800
N Large ooze (incorporeal, mythic)
Init +5; Senses blindsense 300 ft., blindsight 120 ft., tremorsense 60 ft.; Perception +0

Defense

AC 22, touch 18, flat-footed 17 (+4 deflection, +5 Dex, +4 natural, –1 size)
hp 157 (10d8+112)
Fort +11, Ref +8, Will +3
Defensive Abilities incorporeal; DR 5/epic; Immune acid, sonic, ooze traits

Offense

Speed fly 60 ft. (good), swim 30 ft.
Melee slam +11 (4d6 sonic plus disruptive harmonics)
Space 10 ft.; Reach 5 ft.
Special Attacks cacaphonous tideMA, disruptive harmonics, doppler dragMA, thunderlance, mythic power (4/day, surge 1d8), trample (4d6 sonic, DC 23)

Spell-Like Abilities (CL 10th; concentration +18; save DCs are Con-based)
At will—shatter (DC 20), sympathetic vibration

Statistics

Str —, Dex 21, Con 27, Int —, Wis 10, Cha 1
Base Atk +7; CMB +13; CMD 27 (can’t be tripped)
Feats Extra Mythic PowerMF, Potent SurgeMF
Skills Fly +7, Swim +8
SQ compression, reverberating residueMA, sonic disruptionMA, sonic suppression, transparency, wake up the echoesMA

Ecology

Environment any
Organization solitary or pair
Treasure none

Special Abilities

Cacophonous Tide (Su) Whenever a sonic slime moves during a round, generates a rising wave of sound that causes any creature adjacent to it at the end of its turn to become deafened and nauseated (DC 23 Will negates) for as long as they remain adjacent to the sonic slime. Creatures that move away can attempt a new saving throw each round at the beginning of their turn to remove these effects. A sonic slime can spend one use of its mythic power as a move action to affect all creatures in a 30-foot-radius spread centered on itself, lasting until the beginning of its next turn. It can continue the effect in subsequent rounds by spending one use of mythic power per round.

Disruptive Harmonics (Ex) A sonic slime creates a harmonic vibratory resonance in creatures it damages with its slam attack. The target gains one of the following conditions each time it takes damage from a sonic slime’s attack (DC 23 Fortitude negates); determine this effect by rolling 1d6 with each attack: 1, deafened 24 hours; 2, fatigued; 3, nauseated 1d4 rounds; 4, sickened 1d4 minutes; 5, staggered 1d6 rounds; 6, stunned 1 round. These conditions stack; if a target would be affected by the same effect again, the duration is increased but not the severity of the effect.

Doppler Drag (Ex) A sonic slime gains the trample special attack. In addition, whenever a creature fails its save against the sonic slime’s trample it can attempt a combat maneuver check to drag that creature along behind it. A creature successfully dragged by a mythic sonic slime is also affected by its cacophonous tide ability.

Reverberating Residue (Ex) The presence of a sonic slime within an enclosed space alters the harmonic properties of that space, causing sound waves to coalesce and linger, even intensifying rather than fading. A sonic slime must remain within an area for at least 1 hour, and this effect fades 1d6 hours after it leaves the area. As long as the reverberating residue is present, sonic effects deal 1 additional point of damage per die, and saving throws against sonic or language-dependent effects take a -2 penalty. In addition, a sonic slime can spend one use of its mythic power to create an intense pool of lingering sonic energy that remains in place for 24 hours, covering a 40-foot-square area. This concentrated residue acts like a shocking floor trap but deals sonic damage. Creatures not in contact with the floor but within 20 feet of it (including creatures missed by the trap’s attack roll) take 2d6 points of sonic damage. In addition, all creatures within 20 feet of the floor are affected by the sonic slime’s cacophonous tide for as long as the trap remains triggered.

Sonic Disruption (Su) A sonic slime can use shatter and sympathetic vibration at will as spell-like abilities (caster level 10th), though the latter ability requires 10 minutes of concentration. A sonic slime can expend one use of its mythic power to duplicate the effects of the mythic versions of these spells. In addition, a sonic slime’s vibratory energies are very disruptive to force effects. Rather than dealing its normal damage, the touch of a sonic slime affects objects made of force as disintegrate (caster level 10th, DC 23 Fortitude partial) and other force effects or effects that provide a deflection bonus to AC as dispel magic (caster level 10th). Magical silence effects are similarly dispelled by the touch of a sonic slime. The save DC is Constitution-based.

Sonic Suppression (Ex) While not moving, a sonic slime absorbs sound, as if surrounded by magical silence that fills its own space and all adjacent squares.

Thunderlance (Ex) A sonic slime can focus its sonic energies into a narrow pulse of sound. When using the charge action, a sonic slime deals double damage (quadruple damage on a critical hit) and can make a combat maneuver check against that target. If the check succeeds, the target is knocked backwards 10 feet and knocked prone.

Transparency (Ex) A sonic slime is composed of sound waves and is invisible when motionless, gaining total concealment against visual detection. When it is moving, its location can be perceived as a blurry distortion in the air, granting it concealment (20% miss chance). Combined with its sonic suppression, this makes a motionless sonic slime almost impossible to detect, requiring a DC 42 Perception check (reduced to DC 22 for creatures able to see invisible creatures).

Wake Up the Echoes (Su) A sonic slime draws forth the power and sound of magical incantations within 30 feet, bending them in a cacophony of weirdling echoes. Creatures within 30 feet gain the caster croak spellblight as long as they remain within 30 feet, though the 20% chance of failure also applies to exceptional, spell-like, and supernatural abilities using speech, music, sound, or with the sonic descriptor, not just spells with verbal component. A creature casting a spell with a verbal component within this area acquires the caster croak spellblight permanently (DC 23 Will negates), though it can be cured using the normal methods. The save DC is Constitution-based.

In addition, when a creature within 30 feet of a sonic slime attempts to cast a spell with a verbal component, including incantations and words of power, or use a language-dependent or sonic ability of any type (including bardic performance), the sonic slime can attempt to absorb that magical energy as an immediate action. If the target fails a DC 23 Will save, the effect is negated and the sonic slime absorbs the effect. If the target is casting a mythic spell, the sonic slime must expend a use of its mythic power to try to absorb the power of the magical words.

On its next turn, the sonic slime may release the stored magical effect as a swift action (regardless of its normal casting time).

If it is a beneficial effect, it targets the sonic slime (and any other sonic slimes within range, if it affects multiple creatures) or is centered on the sonic slime.

If it is a harmful effect, it targets a random enemy or area containing one or more enemies. If no valid targets are available or if the sonic slime does not discharge the effect by the end of its next turn, the magical energies are simply absorbed, granting the sonic slime temporary hit points equal to twice the level of the absorbed spell; these temporary hit points stack, up to a maximum of 100 temporary hit points. If the effect is not a spell, the sonic slime gains 1d12 temporary hit points.

Alternatively, a sonic slime can spend one use of mythic power as a standard action to discharge the stored energy as a cascade of inchoate ancient sounds in a babble of languages that it has absorbed through the ages. All creatures within 30 feet are affected as mythic confusion (DC 23 Will negates) lasting for a number of rounds equal to the level of the absorbed spell (or 1d6 rounds if the absorbed effect is not a spell). Any magical silence effects or effects in that area that grant protection against sonic damage are affected as mythic dispel magic (caster level check +10). However, these empyreal echoes contain strange and hidden meaning, allowing each creature within the area to make a single Knowledge or Sense Motive check with a bonus of 1d10 or to cast a single divination spell with an increased caster level, adding 1d4 to her normal caster level. The check must be made or the spell cast before the echoing sounds end.


Sonic slime is formed from the echoic residuum of thunderous cataclysms. Earthquakes, volcanic eruptions, titanic explosions of mythic magic, and the world-shattering impact of comets, meteors, and other similar extraplanetary bodies falling from the heavens, especially when influenced by magic in some way, all can produce the kind of reality-warping sonic devastation that causes a sonic slime to coalesce into existence. Not all sonic slimes are the product of such devastation, however, as they can also form from the lingering echoes of the words and songs of creation sung by gods and angels at the dawn of time, the hammering of their great divine forges whereat they hammer out their relics and regalia, or from the howls, roars, and shrieks of chthonic beasts and titanic progenitors sealed for eternity in tarterian prisons or whose death rattles heralded the rise of form and substance to the world from endless nothing.

Ecology
Given their often primordial origins, sonic slimes are some of the most ancient of creatures, though they often exist unnoticed by other creatures of the world, having little interest in anything but an endless sussurant absorption and reverberation of the panoply of sounds and wonders that exist in the world. They float in the endless crashing surf and soar amidst booming thunderheads or rest within the cracks deep below the earth where the bones of the world grinds together. In an odd way, sonic slimes are repositories of the eldest noise and speech of the world, though they record these ancient sayings without understanding or awareness and excrete them rather than expressing with coherent thought. To a sonic slime, sound is naught but sustenance and motion, their motive force and substance of being. Nevertheless, quite by chance sonic slimes may unveil ancient wisdom or immanent whispers long lost to mortal ears

Habitat and Society
Sonic slimes are beings of formless sonic energy. When quiescently floating or drifting in midair, they are virtually undetectable, silent and invisible as they ride the ambient waves of sound and vibration through solid, liquid, or gaseous environments. When sounds are muted or follow the rhythms of nature, they may drift in this way for years at a time, but when those sounds are disrupted with the irregular staccato of civilization, from conversation to combat, most sonic slimes will simply drift away in search of smoother sound fields. Some hang in the vicinity of such irregularities, feeding in some unknown way on the vibratory patterns in the ambient sonics, but rarely some unknown particularity in those sounds agitates a sonic slime, perhaps triggering some kind of primitive reflex related to a prior sonic encounter, such as one with powerful sonic energies or language-dependent magic. In these cases, sonic slimes become hostile and aggressive, seeking out the source of such disruptions to either destroy them or assimilate their strident cadence to the sonic librarium imprinted upon the sonic slime’s essence.

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