Omox
Creature 12 — demon, fiend, ooze, unholy
AnvilSnareLANDAQUATICVERTICALdemonfiendoozeunholyacid
Seemingly made from living, animated filth, omoxes have no true anatomy, although they generally spend most of their time in roughly humanoid shapes, resembling some grim caricatures of half-melted humanoids. While scholars once believed these foul demons to be a pure, concentrated form of the corruption that suffuses the Outer Rifts and its inhabitants, in truth these demons arise from the souls of those who routinely befouled and polluted their surroundings in life. When a sinful mortal soul
Source: pathfinder-monster-core
Perception +22; darkvision
Languages chthonian, draconic, empyrean; Telepathy 100 feet
Skills acrobatics +21, athletics +23, religion +20, stealth +24
Str
+7
Dex
+6
Con
+7
Int
+2
Wis
+4
Cha
+4
AC 25
Fort +23
Ref +21
Will +20
+1 status to all saves vs. magic
HP 395
Immunities acid, critical-hits, disease, poison, precision
Weaknesses cold-iron 10, holy 10
Speed 40 feet, climb 20 feet, swim 80 feet
Offense
Melee Sludge Tendril (acid, unholy) +25, Damage 2d6+13 bludgeoning plus 2d6 acid plus Grab
Ranged Slime Ball (acid, brutal, unholy) +23, range increment 30 feet, Damage 2d4+11 bludgeoning plus 2d6 acid plus Slime Trap
Abilities
Telepathy 100 feet (aura, magical, mental) — 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.
Cleanly Vulnerability — An omox embodies filth, and they find the concept of cleanliness abhorrent. An omox subjected to an effect that cleans them, such as the tidy command of , takes 2d6 mental damage. They also take this damage the first time each round a creature hit by one of the omox's attacks spends actions cleaning off the filth.
+1 Status to All Saves vs. Magic —
Absorb Weapon (concentrate) —
Liquid Leap (concentrate, teleportation) —
Slime Trap — A creature hit by an omox's slime ball must succeed at a DC 32 Reflex save or take a –10-foot circumstance penalty to its Speeds for 1 minute or until it Escapes. On a critical failure, the creature is also Clumsy 1 for the same duration.
Smother —
Grab —
Divine Innate Spells DC 32, attack +24
5th Control Water, Toxic Cloud
4th Translocate, Translocate (At Will)
1st Create Water (At Will)
WORKS WELL WITH
SniperLAND / AQUATIC / VERTICALRanged damage sidesteps the omox's Grab and Smother while its immunity to critical hits and precision damage blunts the party's usual finishing tactics.
CrasherLAND / AQUATIC / VERTICALA hard-hitting bruiser forces hard choices once the omox's Slime Trap has slowed a target's Speed.
WeaverLAND / AQUATIC / VERTICALDebuffs and battlefield support help offset the omox's massive HP pool, which resists quick, precision-based takedowns.
PUNISHES
✖ critical-hit reliance✖ precision damage reliance✖ melee reliance
Its immunity to critical hits and precision damage already blunts martial burst tactics, so pairing it with another high-HP Anvil produces an unusually long, attrition-heavy fight.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Omox in the encounter builder — free, no install.
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