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Phlegmatic 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.

Phlegmatic Ooze Swarm CR 1/2

XP 200
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 8 (1d8+4)
Fort +4, Ref -5, Will -5
Immune ooze traits, swarm traits; Resist cold 5
Weaknesses vulnerability to fire

OFFENSE

Speed 10 ft.
Melee swarm (1 plus viscous)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction(DC 14), maddening slime, viscous (DC 14)

STATISTICS

Str 10, Dex 1, Con 18, Int -, Wis 1, Cha 1
Base Atk +0; CMB -7; CMD 7 (can't be tripped)

SPECIAL ABILITIES

Maddening Slime (Ex)

Phlegmatic oozes are composed of volatile, mind-altering secretions. Any living creature that begins its turn affected by the phlegmatic ooze’s viscous ability must make a DC 14 Fortitude save or be confused 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 the Reflex save DC is 14 and the patches are destroyed if the victim takes any amount of fire 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.