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Id Ooze

Creature 7 (rare) — amphibious, ooze

Pre-Remaster content. May include legacy alignment.

WeaverSnareLANDAQUATICVERTICALoozeoccult

Not all oozes are mindless predators capable of little more than ambushing and consuming prey. The id ooze is a thinking, calculating creature with the capacity to carry out complex plots and plans-not always to secure a meal. Left to its own devices, an id ooze is just as content to spend decades or even centuries in introspective philosophical pursuits as it is to crawl through the underground rivers and moist caverns it prefers to call home. An id ooze can derive sustenance from the consumpt

Source: crown-of-the-kobold-king-bestiary (Pre-Remaster)

Perception +15; motion-sense 60 feet
Languages common, sakvroth; (can't speak any language); telepathy 60 ft
Skills athletics +16, deception +15, occultism +15, stealth +15 (+17 in moist areas)
Str
+5
Dex
+2
Con
+4
Int
+2
Wis
+4
Cha
+4
AC 21 Fort +15 Ref +13 Will +17
HP 105
Immunities acid, critical-hits, precision, unconscious, visual
Resistances piercing 5, slashing 5
Speed 10 feet, climb 10 feet, swim 20 feet

Offense

Melee Pseudopod (agile, unarmed) +18, Damage 2d4+8 bludgeoning plus 1d6 acid plus Grab

Abilities

Telepathy 60 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Id Ooze Acid — An id ooze's acid damages only metal and organic materials, not stone.
Manipulate Ooze (occult) — Frequency once per turn

Effect The id ooze manipulates the senses and impulses within a mindless ooze of the id ooze's level or lower within 30 feet, issuing it telepathic orders to undertake a specific action. The orders must be simple, such as a directive to attack a specific target in preference to another, or to hold ground in a spot to protect a location, or even to adjust its positioning and body to form crude shapes or symbols. A manipulated ooze performs the direction to the best of its ability on its next turn, after which it returns to its normal behavior.
Motion Sense 60 feet — An id ooze can sense nearby creatures through vibration and air or water movement.
Puddled Ambush
Constrict — 1d4+8 bludgeoning plus 1d6 acid{1d4+8 bludgeoning plus 1d6 acid}, DC 25 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.
Grab
Occult Innate Spells DC 25, attack +17
4th Confusion
3rd Hypnotic Pattern
1st Fear, Phantom Pain
Cantrips (4th) Daze

WORKS WELL WITH

AnvilLAND / AQUATIC / VERTICALA durable melee blocker holds the front line while this caster lurks in ambush, choosing when to strike from concealment.
CrasherLAND / AQUATIC / VERTICALA fast melee striker keeps enemies engaged and off balance while this ambusher sets up its own grab from hiding.
ShadeLAND / AQUATIC / VERTICALAnother stealthy threat forces the party to split attention, making it harder to spot this creature's ambush in time.

PUNISHES

✖ low Will✖ melee reliance✖ standing still
Avoid pairing with another slow ambush controller; both rely on the same single surprise opening that a party only falls for once.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Adventure: Crown of the Kobold King.

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