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Star Ooze
muscles,which hold jagged shards ofdebris.See Attacks, Damage,and Face/Reach,above,for relevant information on each attack.A memekeeper can manipulate items weighing 10 lbs.or less in a nonlethal fashion,at its option.
Call Guardian (Su): A memekeeper can send out a call to nearby ark guardians for aid;however,typically only a single ark guardian,or lesser ark guardian,responds within a 1d4 minutes.
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Telekinetic Lift (Su): A memekeeper flies using its inborn telekinetic power.
Telepathy (Su): A memekeeper can speak telepathically to any creature within 150 feet that has a language.
Construct Traits: Immune to mind-influencing effects (charms,compulsions,phantasms,patterns,and morale effects),and to poison, sleep, paralysis,stunning,disease, death effects,necromantic effects,and any effect that requires a Fortitude save unless it also works on objects; cannot heal damage (though fast healing still applies); not subject to critical hits,subdual damage,ability damage,ability drain,or energy drain;not at risk ofdeath from massive damage,but destroyed when reduced to 0 hit points or less;cannot be raised or resurrected;darkvision 60 feet.
Small Ooze
Hit Dice: 3d10+8 (24 hp) Initiative: +0 Speed: 30 feet,fly 30 feet (average) AC: 16 (+1 size,+5 natural) Attacks: 2 slams +6 melee Damage: Slam 1d4+2 Face/Reach: 5 feet by 5 feet/15 feet Special Attacks: Breath weapon,selfgenerate Special Qualities: Blindsight 60 feet,damage reduction 5/+1,fast healing 2,ooze traits,cold resistance 20 Saves: Fort +2,Ref+1,Will +1 Abilities: Str 15,Dex 10,Con 12,Int –,Wis 11,Cha 15 Climate/Terrain: Any nonsubterranean Organization: Solitary or pair Challenge Rating: 3 Treasure: Standard Alignment: Neutral Advancement: 4–8 HD (Small);9–17 HD (Medium)
Star oozes are wonders ofadaptation,able to exist for thousands ofyears on specks ofrock that hurtle between worlds as tiny spores,only to be revitalized and born anew when a world filled with life,and food,is struck.
In its motile form,a star ooze takes on the appearance ofa Small humanoid creature with flaccid,watery skin.It possesses no orifices except for a mouth.Its arms end in hardened fists,and it sports filmy wings,capable ofcarrying it great distances.
A star ooze propagates by splitting itselfinto two new creatures.Ifa star ooze is slain,1d4 pebble-sized spores (1 hit point each) are left behind.Ifthe spores are not destroyed,immersing one in water will produce a new star ooze in one hour.
Combat
A star ooze relies on its acidic exhalations to slow down its foes before it moves in with its fists.Before any combat,a star ooze attempts to selfgenerate (see below) ifit is able to use the ability.Because ofits fast healing,it can wear down lone foes who can’t regain their health so quickly.
Breath Weapon (Su): 10-foot cone ofacidic ooze,usable every 1d4 rounds,Reflex save (DC 12) negates.Living creatures that fail their saves are tormented by itching skin and burning eyes,imposing a –4 morale penalty to AC and a –2 penalty on attack rolls for 3 rounds.
SelfGenerate (Ex): Once per day a star ooze can draw on its own form to selfgenerate another star ooze as a standard action (that does not provoke an attack ofopportunity).The new star ooze splits offfrom the original,occupying a space adjacent to the original.Neither the original nor the new star ooze is appreciably smaller than the original.Each creature has the same number ofhit points that the original had when it split.A new star ooze created in this way must wait at least one hour to use its own selfgeneration ability,and it can do so only after it has feasted on some prey.In all other respects,the new star ooze has all the characteristics described here.
Ooze Traits: Immune to poison, sleep, paralysis,stunning, polymorphing,and mind-influencing effects;not subject to critical hits or flanking;blind.