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Sanguine Ooze Swarm


Sanguine Ooze Swarm
CR 1/3

XP 135
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 7 (1d8+3)
Fort +3, Ref -5, Will -5
Immune ooze traits, swarm traits; Resist fire 5
Weaknesses vulnerability to cold

OFFENSE

Speed 10 ft., climb 10 ft., swim 10 ft.
Melee swarm (1 plus viscous)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction(DC 13), euphoric slime, viscous (DC 13)

STATISTICS

Str 12, Dex 1, Con 16, Int -, Wis 1, Cha 1
Base Atk +0; CMB -7; CMD 4 (16 vs. grapple, see text; can’t be tripped)

SPECIAL ABILITIES

Euphoric Slime (Ex)

Sanguine oozes are composed of congealed euphoric toxins. Any living creature that begins its turn affected by the swarm’s viscous ability must make a DC 13 Fortitude save or erupt into uncontrollable laughter and be effectively staggered for that round. This is a mind-affecting effect. Creatures immune to poison are immune to this effect.

Viscous (Ex)

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.

Editor's Note

We are uncertain why the Sanguine Ooze Swarm has a grapple check modifier.  As a swarm, it is unable to be grappled or initiate a grapple.  We recommend this bonus be ignored.