Ooze, Cesspit (CR 9)

Large Ooze
Alignment: Chaotic evil
Initiative: -5(Dex); Senses: Spot +6
Languages: No language


AC: 4 (-1 size, -5 Dex), touch 4, flat-footed 9
Hit Dice: 11d10+66 (126 hp)
Fort +11, Ref -2, Will +3
Speed: 20 ft., Climb 20 ft., and Swim 20 ft.
Space: 10 ft./5 ft. (10 ft. w/slam)
Base Attack +8; Grapple +12
Attack: 2 slams +12
Damage: slam 2d4+4 plus 2d4 acid plus enrage
Special Attacks/Actions: acid, constrict
Abilities: Str 19, Dex 1, Con 23, Int 7, Wis 11, Cha 10
Special Qualities: death burst, split. Aura: stench (30 ft., DC 21). Ooze traits. Resist: electricity 5, fire 5. Weakness: positive energy
Feats: Alertness, Great Fortitude, Power Attack, Weapon Focus (slam),
Skills: Climb +12, Hide -3* Listen +6, Spot +6, and Swim +12
Advancement: -
Climate/Terrain: Any urban
Organization: None
Treasure/Possessions: 1/10th normal

Source: Cityscape

Acid (Ex): A cesspit ooze secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent's armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a cesspit ooze also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.

The ooze's acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A cesspit ooze deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.

Death Burst (Ex): When a cesspit ooze is slain, it bursts in a spray of viscous acids. All creatures within a 30-foot radius are dealt 4d6 points of acid damage, and are subject to the ooze's enrage ability even if they have already successfully saved against it. A DC 21 Reflex save halves the damage and avoids the enrage effect completely. The save DC is Constitution-based. Even those who fail are still entitled to the standard DC 15 Will save to avoid being enraged.

Enrage (Su): Anyone who takes acid damage from a cesspit ooze must attempt a DC 15 Will save. Failure indicates that they have absorbed some of the rage and torment that powers the creature. In 1d20 rounds (determined secretly by the DM), the individual flies into a homicidal rage. This functions like the barbarian's rage class feature, with a few exceptions. The individual cannot choose whom to attack, or to stop attacking. He must attack the nearest living creature (other than the ooze itself), and continue to move on to target after target. After a number of rounds equal to one-half the ooze's Hit Dice (usually 5), the subject is entitled to a new Will save, and can continue to save every 5 rounds until he successfully shakes off the effect. A creature who successfully saves is immune to the enrage ability of that particular cesspit ooze for 24 hours (except if exposed to its death burst, described above).

Improved Grab (Ex): To use this ability, a cesspit ooze must hit an opponent of up to Large size with a slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.

Split (Ex): Slashing and piercing weapons deal no damage to a cesspit ooze. Instead the creature splits into two identical oozes, each with half of the original's current hit points (round down). A cesspit ooze with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Stench (Ex): Due to its nature as a creature of refuse, a cesspit ooze emits a horrific odor. All living creatures within 30 feet of a cesspit ooze must succeed on a DC 21 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same ooze's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Vulnerable to Positive Energy (Ex): Although it is not undead, a cesspit ooze is empowered by the pain and agony of those who died nearby. As such, it shares some vulnerabilities with the undead. It takes damage from positive energy, as if it were undead, and a successful turn or rebuke undead attempt imposes two negative levels for a number of rounds equal to the cleric's turning damage minus the ooze's Hit Dice.

Skills: Cesspit oozes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. They can use the run action while swimming, provided they swim in a straight line.

*A cesspit ooze in a sewer, drainage ditch, or other garbage- or refuse-filled environment gains a +8 circumstance bonus on Hide checks.