Chromatic Ooze
Creature 18 (rare) — mindless, ooze
Pre-Remaster content. May include legacy alignment.
AnvilLANDAQUATICVERTICALooze
Chromatic oozes result from the worst kind of alchemical mishaps: attempts to combine as many types of elemental damage as possible into a single alchemical substance. Although the source of these alchemical concatenations are as varied as the alchemists who attempt to distill them, one of the most common methods for creating them involves combining the essences of multiple types of chromatic dragons together using eldritch alchemical processes. When this type of experimentation goes dangerously
Source: strength-of-thousands-bestiary (Pre-Remaster)
Perception +30; motion-sense 240 feet
Skills athletics +35
Str
+9
Dex
-5
Con
+10
Int
-5
Wis
+0
Cha
-5
AC 28
Fort +33
Ref +16
Will +20
HP 550
Immunities critical-hits, precision, unconscious, visual, mental
Speed 20 feet, climb 20 feet, swim 20 feet
Offense
Melee Pseudopod (reach-10, unarmed) +35, Damage 3d10+17 bludgeoning plus Chromatic Slam, Improved Grab
Abilities
Caustic Aura (alchemical, aura, olfactory) — 90 feet. The chromatic ooze emanates noxious chemicals into the environment. A creature that enters the aura or starts its turn within it is Sickened 1 unless it succeeds at a DC 37 Fortitude save. Creatures with the scent ability or a particularly heightened sense of smell are Sickened 2, or sickened 1 on a successful Fortitude save. Creatures in the aura can't recover from the sickened condition.
Chromatic Shift —
Motion Sense — A chromatic ooze can sense nearby motion through vibration and air movement.
Chromatic Slam — The ooze's pseudopod Strikes deal an additional 2d10 damage of the same type it resists from its Chromatic Shift ability, if any.
Greater Constrict — 3d10+13 bludgeoning, DC 40 Fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
Pseudopod Eruption — The chromatic ooze concentrates its mass into several pseudopods, increasing its reach to 30 feet until the end of its turn. It then Strikes at up to four different creatures within its reach. This counts as two attacks for the ooze's multiple attack penalty, but the penalty doesn't increase until after it makes all the attacks.
Improved Grab —
WORKS WELL WITH
SniperLAND / AQUATIC / VERTICALThe ooze's area denial and grab pin enemies in place, removing a sniper's vulnerability to being engaged directly.
CrasherLAND / AQUATIC / VERTICALThe ooze's enormous HP soaks enemy attention while its sickened aura sets up a crasher's follow-up damage.
WeaverLAND / AQUATIC / VERTICALThe ooze's caustic aura and a weaver's terrain control create overlapping denial that compounds enemy positioning difficulty.
PUNISHES
✖ clumping✖ crit-fishing✖ precision-reliance✖ invisibility
Works well with · Punishes · Pairing advice
Unlock with Tactics
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