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An enormous mass of green protoplasm surges forth. Veins of light appear along its surface, glowing
briefly before fading away.
Arcane oozes are creatures born of magical pollution, particularly the wastes left over from magic item
creation. Expended reagents, failed experiments and other effluvia that mix together in magical fields
for long enough can come alive and display a ravenous hunger. Arcane oozes eat magic itself, siphoning
it from the minds of spell casters and extracting it by pounding magic items to powder. They will dine on
any kind of magic, but arcane magic appears to be a particular favorite.
Being mindless and artificial creatures, arcane oozes have no society or natural ecology. They patrol
endlessly in search of magic auras, and will completely ignore creatures that lack magic auras unless
they are attacked first. In combat, arcane oozes are single minded and fearless, fighting with no sense of
self-preservation until slain. Intelligent monsters, particularly those that use spells and hoard magic
items, tend to despise arcane oozes. Even dragons may cooperate with adventurers in order to
exterminate these menaces.
Arcane Ooze CR 13
XP 25,600
N Huge ooze
Defense
hp 202 (15d8+135)
Immune force, ooze traits, visual spells and effects; SR 24 (28 vs. arcane spells)
Offense
Melee slam +21 (4d6+16 plus 4d6 force plus grab plus dispel)
Statistics
Base Atk +11; CMB +21 (+25 grapple); CMD 35 (cannot be tripped)
SQ hold breath
Ecology
Organization solitary
Treasure none
Special Abilities
Arcane Armor (Su) An arcane ooze gains an armor bonus to its AC equal to its Hit Dice. This is a force
effect, and applies to touch AC against incorporeal touch attacks. This cannot be dispelled.
Dispelling Slam (Su) Whenever an arcane ooze makes a slam attack against an opponent or succeeds on
a grapple check to deal damage, it affects the creature struck with a targeted greater dispel magic effect
(CL 15th).
Spell Siphon Aura (Su) Any creature capable of casting spells within 30 feet of an arcane ooze must
succeed a DC 26 Will save every round or lose one prepared spell or spell slot of the highest level that
creature is capable of casting (if a prepared spell, choose randomly). An arcane caster takes a -2 penalty
to this roll. Whenever a creature fails this save, the arcane ooze gains temporary hit points equal to 5 x
the level of the spell or spell slot lost. These temporary hit points are lost after one hour. The save DC is
Constitution based.