Mutated Sewer Ooze
Creature 6 (unique) — mindless, mutant, ooze
Pre-Remaster content. May include legacy alignment.
SnareLANDoozemindlessacid
Source: strength-of-thousands-bestiary (Pre-Remaster)
Perception +10; motion-sense 60 feet
Skills stealth +9 (+12 in sewers)
Str
+5
Dex
-2
Con
+4
Int
-5
Wis
+0
Cha
-5
AC 16
Fort +16
Ref +8
Will +10
HP 45
Immunities acid, critical-hits, precision, unconscious, visual, mental
Speed 10 feet
Offense
Melee Pseudopod (agile, deadly-d10, finesse, unarmed, versatile-s) +17, Damage 2d8+5 bludgeoning plus 1d4 acid plus 1d4 acid
Abilities
Motion Sense 60 feet — A sewer ooze can sense nearby motion through vibration and air movements.
Noxious Scent (aura, olfactory) — 30 feet. A creature that enters the area must attempt a DC 23 Fortitude save. On a failure, the creature is Sickened 1 (Sickened 2 on a critical failure). A creature taking persistent acid damage from the ooze's pseudopod can't recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
Filth Wave — Frequency once per minute
Effect The sewer ooze unleashes a wave of filth, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a DC 24 Reflex save or take 1d4 acid damage and a –10-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls Prone). A creature can spend an Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action.
Effect The sewer ooze unleashes a wave of filth, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a DC 24 Reflex save or take 1d4 acid damage and a –10-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls Prone). A creature can spend an Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action.
WORKS WELL WITH
AnvilLANDA durable line-holder keeps foes fixed near the ooze so the recurring wave and lingering aura keep catching the same targets.
CrasherLANDA heavy melee striker pushes the party to bunch up defensively, right into the ooze's emanation.
SniperLANDRanged threat forces a choice between closing the distance into the aura or losing tempo to keep kiting.
PUNISHES
✖ clumping✖ melee reliance✖ standing still
Avoid pairing with another stationary area-denial creature; its own low Speed already limits how much ground a second zone-controller would add.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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