Gray Goo

Droplets of a silvery gray, slightly grainy goo gleam dully as they hang in the air.
 

Gray Goo (CR 14)

Fine Construct (Swarm)
Alignment: Neutral
Initiative: +10
Senses: Darkvision 60 feet, Low-Light Vision; Perception +13
  Speed: Fly 50 feet (perfect)
Space: 10 feet
 

Defense

Armor Class: 29, touch 29, flat-footed 18 (+10 Dex, +1 dodge, +8 size)
Hit Points: 123 (19d10+19)
Saving Throws: Fort +8, Ref +18, Will +8
dispersion, swarm traits
Immunity: construct traits, weapon damage
 

Offense

Melee: swarm (6d6 plus dismantle and distraction)
Reach: 0 feet
  Special Attacks: dismantle, Distraction (DC 21), infest
 

Statistics

StrDexConIntWisCha
1 (-5) 30 (+10) - 5 (-3) 10 (+0) 1 (-5)
Base Attack Bonus: +19
CMB -
CMD -
  Feats: Ability Focus (distraction), Dodge, Great Fortitude, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Lightning Stance, Toughness, Wind Stance
  Skills: Fly +26, Perception +13, Stealth +32 (+42 when dispersed) Racial M odifiers +10 Stealth when dispersed
  Languages: Common (can't speak), Hallit (can't speak)
 

Special Abilities

Dismantle (Ex)

Creatures damaged by a gray goo must succeed at a DC 19 Reflex save or a random piece of their equipment takes the same amount of damage, determined as though the target rolled a natural 1 on a saving throw, using the rules for items surviving after a saving throw (Pathfinder RPG Core Rulebook 217). In addition, unattended objects in the area of a gray goo take damage if the swarm chooses to harm them. The save DC is Constitution-based.

Dispersion (Ex)

As an immediate action, a gray goo can disperse, spreading itself across an area of up to 30 cubic feet. While dispersed, it deals no damage and cannot use its other special abilities until it reforms. A dispersed gray goo can hide in plain sight (as a ranger in its favored terrain) with a +10 bonus and does not take additional damage from area effects. It takes 2 rounds for a dispersed gray goo to reform.

Infest (Ex)

As a standard action, a gray goo can infest a Medium or larger creature (Fortitude DC 21 negates), including constructs and undead. The swarm deals double its normal damage to its host each round, but cannot make use of its dismantle ability. If the host is reduced to 0 hit points while infested, it is reduced to dust and destroyed (similar to a disintegrate effect). A gray goo infesting a host can be expelled by any effect that cures disease, with a disease save equal to this ability's DC. The save DC is Constitution-based and includes a +2 racial bonus.
 

Ecology

Environment: Cold Plains
Organization: solitary, pair, or storm (3-12)
Treasure: none

  Swarms of weaponized nanites-microscopic robots designed to work in large groups to perform varied tasks-roam the Felldales, reducing anything in their path to wisps of dust. Called \"gray goo\" by natives who do not understand the true nature of the creature's components, some swarms were activated as weapons of mass destruction, while others were originally benign swarms that malfunctioned and abandoned their programming.
  Nanites have limited intelligence and potentially respond to commands. Such controlled swarms often spare the treasure their victims carry. Rumors of virulent clouds of gray goo spread throughout Numeria every few years. The most recent tale speaks of a self-replicating swarm that uses its victims as incubators from which further swarms are born- a harrowing prospect if true.

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