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Melancholic 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.

Melancholic Ooze Swarm
CR 1

XP 400
N Tiny ooze (swarm)
Init -5; Senses blindsight 60 ft.; Perception –5


AC 7, touch 7, flat-footed 7 (-5 Dex, +2 size)
hp 17 (2d8+8)
Fort +4, Ref -5, Will -5
Immune ooze traits, swarm traits; Resist electricity 5
Weaknesses vulnerability to acid


Speed 10 ft.
Melee swarm (1 plus viscous)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction(DC 15), paralyzing slime, viscous (DC 15)


Str 14, Dex 1, Con 18, Int -, Wis 1, Cha 1
Base Atk +1; CMB -6; CMD 6 (can't be tripped)


Paralyzing Slime (Ex)

Melancholic oozes are composed of chemical depressants. Any living creature that begins its turn affected by the swarm’s viscous ability must make a DC 15 Fortitude save or be paralyzed for 1 round. This is a mind affecting effect. Creatures immune to poison are immune to this effect.

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 acid damage.

Viscous (from Sanguine Ooze Swarm)

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.