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Ooze, Plasma

This amorphous blob of violet energy ripples like a globe of floating liquid. It periodically lashes out with tendrils of blue light.

Plasma Ooze CR 16

XP 76,800
N Gargantuan ooze
Init +0; Senses blindsight 60 ft.; Perception -5
Aura magnetic pulse (30 ft., DC 27)

DEFENSE

AC 6, touch 6, flat-footed 6 (-4 size)
hp 241 (21d8+147)
Fort +14, Ref +7, Will +2
Defensive Abilities split (slashing or sonic, 46 hp); DR 15/—; Immune acid, electricity, bludgeoning and piercing damage, ooze traits; Resist cold 30

OFFENSE

Speed fly 30 ft. (perfect)
Melee slam +24 (4d6+19 plus 4d6 electricity, 4d6 fire, and grab)
Ranged 1d4 plasma rays +11 touch (4d6 electricity plus 4d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (4d6+19 plus 4d6 electricity and 4d6 fire), engulf (DC 33, 4d6 electricity plus 4d6 fire)

STATISTICS

Str 36, Dex 11, Con 24, Int —, Wis 1, Cha 1
Base Atk +15; CMB +32 (+36 grapple); CMD 42 (can't be tripped)
Skills Fly +8
SQ no breath

SPECIAL ABILITIES

Magnetic Pulse (Su)

A plasma ooze is surrounded by an aura of magnetism that allows it to attract metallic objects and creatures. At the start of the ooze's turn as a free action, the ooze makes a combat maneuver check against all metallic creatures, all creatures wearing metal armor, and all creatures wielding metal weapons within 30 feet. If it beats the CMD of a metal or armored creature with this check, that creature is pulled 10 feet closer to the ooze and cannot move away from the ooze for 1 round. If this causes the creature to move into a square occupied by the plasma ooze, the ooze can attempt to engulf that creature as a free action. If it beats the CMD of a creature wielding a metal weapon, that weapon is disarmed and pulled 10 feet closer to the ooze. Unattended metal objects of size Large or smaller are automatically pulled toward a plasma ooze. This magnetism is supernatural in nature and affects all metal objects.

Plasma Ray (Su)

As a standard action, a plasma ooze can fire 1d4 plasma rays at up to 4 separate targets within 60 feet (no more than one ray can attack a single creature). Each ray deals 4d6 points of electricity damage and 4d6 points of fire damage on a hit.