Adamantine Ooze (3.5e Creature)

The bard runs down the empty stone corridors of the old ruins, panting heavily as he finally slows to a stop, his hands now resting on his knees. Behind him, his companions arrive, one by one. "W-What is it? What do we do?" the knight questions toward the others, looking toward the sorcerer and bard for answers. The sorcerer only grimaces as he breathes in deeply, shaking his head. The ranger, looking behind, from whence they came, hurriedly looks back. "I-It's not like any slime or goo I've ever seen... or even heard of. Nothing is working!" By now, the sorcerer has caught his breath, and he looks around the corridor for a route of escape, "My spells do not harm it... your steel just slides off of it... Not even walls can stop it!... Our only hope is to run, but to where?!" He shouts, looking up at the corridor walls as they close in - a dead end.

The Adamantine Ooze is an awful surprise for the unprepared; That metallic, gray sheen isn't just for show,by Der-Reiko
Adamantine Ooze
Size/Type: Large Ooze
Hit Dice: 8d10+48 (92 hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +6/+13
Attack: Slam +8 melee (2d6+4 bludgeoning)
Full Attack: Slam +8 melee (2d6+4 bludgeoning)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 2d6+4, improved grab, spikes
Special Qualities: Blindsight 60 ft.,damage reduction 10/adamantine, magic immunity, ooze traits
Saves: Fort +8, Ref -3, Will -3
Abilities: Str 16, Dex 1, Con 22, Int —, Wis 1, Cha 1
Skills:
Feats: Improved Natural AttackB
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-11 HD (Large); 12–18 HD (Huge)
Level Adjustment:

While other oozes have seen many adventurers survive and spread tales of terror in their names, there remain darker, more dangerous creatures lurking in the depths of old dwarven ruins and mines.

The terrifying creature that is the Adamantine Ooze is a hulking, slow mass of ooze that has slowly, over several years, incorporated large amounts of adamantine into its form. This fine adamantine sediment is so concentrated that it protects the creature from most forms of damage - essentially rendering the creature the ooze version of an invulnerable siege weapon. While the ooze is far too heavy to travel along ceilings or walls like others of its kind, it uses its adamantine nature to the fullest, able to burrow, seep, or pummel its way through most obstacles with ease. Its massive weight almost ensure that it is likeliest to be found in the depths of whatever haunt it prowls. Adamantine Ooze is a rare specimen that usually measures 10 feet across, and around a foot thick. It weighs approximately 36,825 pounds.

When slain, an adamantine ooze slowly dissipates in place, the adamantine sediments spreading with the ooze and becoming lost among the particulates of whatever surface it is currently on. Any metal object that is dipped into the dissipating ooze gains an adamantine coating that lasts for 24 hours.

Combat

An adamantine ooze is unable to secrete enough acid to be used as a significant weapon in battle, due to its high concentration of adamantine sediment. Instead, it typically seeks to bludgeon and squeeze the life out of its prey to better digest them slowly afterwards, even employing some truly unusual methods of attack.

Constrict (Ex): An adamantine ooze deals automatic slam damage with a successful grapple check.

Improved Grab (Ex): To use this ability, an adamantine ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Magic Immunity (Ex): An adamantine ooze is immune to all magical and supernatural effects that are affected by spell resistance, with the following exceptions:

  • Heat Metal: Targets the ooze, deals damage as normal.
  • Chill Metal: Targets the ooze, deals damage as normal.
  • Transmute Metal to Wood: Slows an adamantine ooze for 1d4 rounds, during which time its damage reduction is reduced to 5/slashing (no save).
  • Repel Metal or Stone: Slows an adamantine ooze for the duration of the effect, or until the ooze leaves the area of effect.
  • Shape Metal(Rac): Targets the ooze as a metallic creature, deals damage as normal.
  • Metal Melt(SC): Targets the ooze, deals 2d6 fire damage and reduces damage reduction to 5/adamantine for 1d4 rounds.

Spikes (Ex): As a full-round action, an adamantine ooze can manipulate the sediments in its body into long, sharp spikes, and thrust them outward in every direction. This action is equivalent to a whirlwind attack against all adjacent and grappled foes, dealing damage and bypassing hardness equivalent to an attack with adamantine armor spikes of the ooze's size. For example, a large-size adamantine ooze has a +8 modifier to hit, and deals 1d8+4 piercing damage.

Feats: An adamantine ooze's Improved Natural Attack feat allows it to put its massive weight into its attack's damage.



Back to Main Page 3.5e Homebrew Creatures CR 6

gollark: You *can* just use four of them in a sensible pattern.
gollark: * not inaccurate, ambiguous generally
gollark: The issue isn't dead zones as much as inaccurate positioning, which can occur in some naïve setups.
gollark: I use GTech™ TrilateratorGPS™, which uses one computer and four modems, so they need to be close together.
gollark: In which I explain how to configure GPS hosts (although I think squid has more recent advice on this?).
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