Tallow Ooze
Creature 11 — mindless, ooze
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDAQUATICooze
Pale yellow and smelling of meat, this unnatural, globular monster is composed entirely of rendered animal fat. A tallow ooze typically results from magical mishaps during the creation of enchanted candles or soaps, or while rendering the fat of a magical beast, though occasionally spellcasters create these beings intentionally. A tallow ooze hunts other creatures to subsume them into its own body and absorb their fat. Since tallow is solid at room temperature, tallow oozes must metabolize thei
Source: extinction-curse-bestiary (Pre-Remaster)
Perception +14; motion-sense 60 feet
Skills athletics +23
Str
+6
Dex
-5
Con
+5
Int
-5
Wis
+0
Cha
-5
AC 19
Fort +22
Ref +10
Will +13
HP 270
Immunities acid, critical-hits, piercing, precision, slashing, unconscious, visual, mental
Resistances cold 10
Weaknesses fire 10
Speed 20 feet, swim 20 feet
Offense
Melee Pseudopod (unarmed) +23, Damage 2d10+10 bludgeoning plus Residual Grease
Abilities
Motion Sense (60 feet) — A tallow ooze can sense nearby motion through vibration and air movement.
Congealed — Whenever the tallow ooze takes fire damage, it becomes Quickened for 1 round (it can only Stride or Strike with the extra action).
Whenever the tallow ooze is dealt cold damage (even if that damage is prevented by its resistance), it becomes Slowed 1 for 1 round and can't use its Engulf ability (but creatures already engulfed are still engulfed).
Whenever the tallow ooze is dealt cold damage (even if that damage is prevented by its resistance), it becomes Slowed 1 for 1 round and can't use its Engulf ability (but creatures already engulfed are still engulfed).
Greasy Seepage (aura) — 10 feet. Any creature that starts its turn in or enters a square in the area must attempt a DC 30 Acrobatics check to Balance. A creature that takes a Step doesn't need to roll this check.
Engulf — DC 30 Reflex, 4d10 bludgeoning damage, Escape, Rupture 25
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.
A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.
Effect: Engulf and Swallow Whole
A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.
If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.
A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.
Effect: Engulf and Swallow Whole
A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.
If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
Residual Grease — When the tallow ooze critically succeeds at an attack against a creature or a creature escapes from being engulfed by the ooze, that creature's hands and gear become slick with grease. For 1d4 rounds, the affected creature must attempt a DC 30 Reflex save whenever it uses any item (including weapons) that must be wielded or held. On a failure, the creature takes a -2 circumstance penalty to any attack roll or check to use the item; on a critical failure, the creature drops the item, which lands in a random adjacent square. The creature (or an adjacent ally) can use 1 Interact action to wipe off the grease from an item or from its hands.
WORKS WELL WITH
SniperLAND / AQUATICRanged damage that bypasses its physical immunities avoids wasting attacks on a resistant target.
SnareLAND / AQUATICA controller can lock down a separated target while this durable engulfer holds the main body of the fight.
FlankerLAND / AQUATICA mobile skirmisher can pick off isolated targets while this bulky engulfer occupies the party's frontline attention.
PUNISHES
✖ piercing and slashing reliance✖ clumping✖ low Reflex saves
Avoid stacking with another Anvil; the party only needs one durable centerpiece to focus fire around.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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