XP 1,600
N Medium ooze (chaotic, extraplanar)
Init –3; Senses blindsense 60 ft.; Perception –3
Aura wonder (30 ft.)
AC 9, touch 7, flat-footed 7 (–3 Dex, +2 natural)
hp 62 (4d8+44)
Fort +11; Ref –2; Will –2
Defensive Abilities ooze traits; Immune cold, fire
Speed 10 ft.
Melee slam +8 (1d6+6 plus grab and touch of wonder)
Special Attacks constrict (1d6+6), touch of wonder
Spell-Like Abilities (CL 4th; concentration +0)
At will—lesser confusion (DC 8)
Str 18, Dex 3, Con 28, Int 2, Wis 3, Cha 3
Base Atk +3; CMB +8 (+12 grapple); CMD 15 (can't be tripped)
Feats Improved Initiative, Toughness
Skills Stealth +0
Environment any chaotic plane
Organization solitary or infestation (2–8)
Treasure incidental
Aura of Wonder (Su) Whenever a creature within a chaos ooze's aura casts a spell, activates a magic item, or activates a spell-like or supernatural ability, that creature's spell, item, or ability functions normally, but also produces an additional random effect. Determine this additional effect as if the creature using the spell, item, or ability had activated a rod of wonder. A chaos ooze's aura of wonder affects the chaos ooze itself if the ooze activates its spell-like ability.
Touch of Wonder (Su) Whenever a chaos ooze hits a creature with its slam attack, that creature thereafter counts as if it were always inside the ooze's aura of wonder, regardless of distance. This effect continues indefinitely, even if the chaos ooze which caused it is slain, but ends after producing one random effect. The effect also ends if any magic item in the affected creature's possession is transferred to another creature, in which case the receiving creature produces a random effect as if it had activated a magic item within a chaos ooze's aura of wonder.