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Living Lake

The lake's surface is calm and serene, and a cool morning mist rises from it. Suddenly, it is alive with activity as a massive pseudopod, towering dozens of feet into the air, erupts like a cyclone.

Living Lake CR 22

XP 615,000
N Colossal ooze
Init +4; Senses blindsight 60 ft., tremorsense 120 ft.; Perception +40

DEFENSE

AC 23, touch 2, flat-footed 23 (+21 natural, -8 size)
hp 525 (30d8+360 plus 30)
Fort +24, Ref +12, Will +18
Immune gaze attacks, visual effects, poison, sleep, paralysis, polymorph, stunning

OFFENSE

Speed 30 ft.
Melee 4 (or more) slams +31 (4d6+17 plus grab)
Space 100 ft.; Reach 20 ft.
Special Attacks constrict (4d6+17), engulf (4d6+17 bludgeoning, AC 20, 52 hp), trample (4d6+25, DC 42)
Druid Spells Prepared (CL 20th):

9th--antipathy (DC 25), mass cure critical wounds, regenerate, summon nature's ally IX
8th--control plants (DC 24), earthquake, sunburst (DC 24), whirlwind (DC 24)
7th--animate plants, control weather, heal, sunbeam (DC 23)
6th--greater dispel magic, liveoak, move earth, stone tell, summon nature's ally VI
5th--animal growth, baleful polymorph (DC 21), insect plague, summon nature's ally V, wall of thorns
4th--blight (DC 20), command plants (DC 20), flame strike (DC 20), scrying, summon nature's ally IV
3rd--call lightning (DC 19), dominate animal (DC 19), poison (DC 19), sleet storm, water breathing
2nd--animal trance (DC 18), bull's strength, flaming sphere (DC 18), heat metal (DC 18), hold animal (DC 18), lesser restoration
1st--calm animals (DC 17), charm animal (DC 17), cure light wounds, obscuring mist, produce flame, summon nature's ally I
0 (at will)--detect magic, flare (DC 16), purify food and drink, virtue

STATISTICS

Str 45, Dex 10, Con 35, Int 16, Wis 22, Cha 16
Base Atk +22; CMB +47 (+51 grapple); CMD 57 (can't be tripped)
Feats Alertness, Cleave, Combat Casting, Empower Spell, Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Natural Attack (slam), Iron Will, Lightning Reflexes, Power Attack, Quicken Spell, Spell Focus (conjuration), Toughness, Weapon Focus (slam)
Skills Knowledge (local) +33, Knowledge (nature) +33, Perception +40, Sense Motive +8, Stealth +14, Survival +38; Racial Modifiers +2 Survival
Languages Aquan, Common, Orc, Sylvan

SPECIAL ABILITIES

Engulf (Ex)

A living lake that has grabbed an opponent can try to engulf the creature in its body. This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the living lake's body, where the ooze inflicts automatic slam damage each round. In addition, an engulfed foe has no air to breathe and must hold its breath or risk drowning. A living lake can engulf 1 Gargantuan, 2 Huge, 8 Large, 16 Medium, 32 Small, 64 Tiny, 128 Diminutive, or 512 Fine creatures. If an engulfed creature cuts its way free, living lake simply flows together again and can still use its engulf attack.