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Choleric Ooze Swarm

Dozens of tiny globs of slime move on their own, acting as one being, alternately clinging to each other and separating in a riot of oozing momentum.

Choleric Ooze Swarm
CR 2

XP 600
N Tiny ooze (swarm)
Init -5; Senses blindsight 60 ft.; Perception –5

DEFENSE

AC 7, touch 7, flat-footed 7 (-5 Dex, +2 size)
hp 25 (3d8+12)
Fort +5, Ref -4, Will -4
Immune ooze traits, swarm traits; Resist acid 5
Weaknesses vulnerability to electricity

OFFENSE

Speed 10 ft.
Melee swarm (1 plus 1d4 acid and viscous)
Space 10 ft.; Reach 0 ft.
Special Attacks corrosion, distraction (DC 15), viscous (DC 15)

STATISTICS

Str 16, Dex 1, Con 19, Int -, Wis 1, Cha 1
Base Atk +2; CMB -5; CMD 8

SPECIAL ABILITIES

Acid (Ex)

A wooden or metal weapon that strikes a choleric ooze swarm takes 1 point of acid damage unless the weapon’s wielder succeeds on a DC 15 Reflex save. The ooze’s touch deals 8 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DC is Constitution-based.

Corrosive Slime (Ex)

Choleric oozes are composed of caustic chemicals. Any living creature that begins its turn affected by the swarm’s viscous ability takes 1d4 points of acid damage. Armor or clothing worn by the creature takes the same amount of acid damage unless the wearer succeeds on a DC 15 Reflex saving throw. The save DC is Constitution-based.

Viscous (Ex)

As described in the sanguine ooze swarm’s special abilities, except that the Reflex save DC is 15 and the patches are destroyed if the victim takes any amount of electricity damage.

Viscous (from Sanguine Ooze)

Whenever an alchemical ooze swarm makes a swarm attack on a creature of Small size or larger, that creature must make a DC 13 Reflex save or be covered in patches of sticky ooze globules. Those who fail are entangled until the patches of ooze are removed. The ooze can be removed by spending a full-round action to fling off the globules—though this action might be impeded by the ooze’s effects. If a creature affected by this ability takes any amount of cold damage, the ooze patches are immediately destroyed. The save DC is Constitution-based.