Nightseed (CR 14)
Huge Ooze (Extraplanar)
Alignment: Always neutral
Initiative: -5 (Dex)
AC: 3 (-2 size, -5 Dex), touch 3, flat-footed 3
Hit Dice: 20d10+180 (290 hp)
Fort +15, Ref +1, Will +1
Speed: Fly 50 ft.
Space: 15 ft./10 ft.
Base Attack +15; Grapple +31
Attack: Slam +21 melee
Full Attack: Slam +21 melee
Damage: Slam 3d6+12 plus 3d6 acid
Special Attacks/Actions: Acid, assimilate, engulf, reluctant servant.
Abilities: Str 26, Dex 1, Con 28, Int -, Wis 1, Cha 1
Special Qualities: ooze traits, daylight vulnerability
Feats: -
Skills: -
Advancement: -
Climate/Terrain: Any
Organization: Solitary
Treasure/Possessions: None
Source:
Dragon #330
Acid (Ex): A nightseed secretes a digestive acid that dissolves organic material, but does not affect stone, metal, clothing, or other dead material.
Assimilate (Su): An engulfed creature is partially assimilated into the nightseed's form and takes 20d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is killed, entirely assimilated into the nightseed, leaving behind only a trace of fine dust. An assimilated creature's equipment is unaffected.
A creature that is partially assimilated into the nightseed (that is, a creature that has at least 1 hit point after being engulfed) grants the a number of temporary hit points half the damage the nightseed dealt for 1 hour. The creature is then expelled in an adjacent empty square. A creature that is completely assimilated grants the nightseed a number of temporary hit points equal to the damage dealt. If the assimilated creature knows spells or possesses psionic powers, the nightseed gains the use of one of the spells or powers (chosen by the DM) as a spell-like or psi-like ability usable once. These spells and powers are treated as if cast or manifested by the original creature for the purposes of caster level and save DC.
Engulf (Ex): Although it can make slam attacks against opponents, a nightseed can also choose to simply move its bulk into the space occupied by that which it wishes to assimilate. It can attempt to engulf Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The nightseed merely has to move onto opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the nightseed, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 28 Reflex save or be engulfed; on a success, they are pushed into an adjacent empty square (opponent's choice). Engulfed creatures are subject to the nightseed's ability to assimilate its foes. The save DC is Strength-based.
Reluctant Servant (Ex): If a nightseed is called into service through a spell or other effect, there is a 1% cumulative chance each round that it turns on the creature that summoned it.
Daylight Vulnerability: When exposed to natural daylight, a nightseed is reduced to taking only a single move action each round. If the exposure continues for 5 rounds, the nightseed evaporates completely away. When exposed to magical or otherwise simulated daylight, it is reduced to taking a single move action for 1d4+1 rounds before shaking off the effect.
Nightseeds are driven by hunger. They move always toward food, except when deterred by sunlight or by their own destruction.
Extraplanar Subtype
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.