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Renegade Pigment

This blob of shifting colors constantly roils and flows.

Renegade PigmentCR 7

XP 3,200
N Large ooze
Init –5; Senses blindsight 60 ft.; Perception –5

AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
hp 125 (10d8+80)
Fort +9, Ref –2, Will –2
Defensive Abilities split (piercing and slashing, 12 hp); Immune ooze traits

Speed 20 ft., climb 20 ft.
Melee slam +8 (2d6+4 plus warpwave)
Special Attacks engulf (DC 15, 2d6+4 plus warpwave), scintillating colors, warpwake, warpwave

Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
Base Atk +7; CMB +12; CMD 17 (can't be tripped)
Skills Climb +11

Environment any underground
Organization solitary
Treasure can be used as marvelous pigments when slain

Scintillating Colors (Su) Gaze—dazed for 1d4+1 rounds; 30 feet, Will DC 15 negates. This is a mind-affecting pattern effect. The save DC is Charisma-based, and includes a +8 racial bonus.
Warpwake (Su) Wherever it goes, a renegade pigment leaves behind temporary smears of color that randomly overwrite any terrain they touch, creating surreal but fleeting landscapes. Any space a renegade pigment occupied or passed through since the beginning of its last turn counts as difficult terrain for all creatures other than renegade pigments.
Warpwave (Su) A renegade pigment's colors rub off on other creatures, randomly warping their flesh into strange new forms. The first time each round that a given corporeal creature is hit by a renegade pigment's slam attack or subject to a renegade pigment's engulf special attack, that creature must succeed on a DC 20 Fortitude save or be affected as if by a protean's warpwave ability. See the description of the protean for details on warpwave effects. Other renegade pigments are immune to this ability. The save DC is Constitution-based.