Mercury Ooze

This creature resembles a swirling thick pool of silvery-white mercury.
 

Mercury Ooze (CR 4)

Large Ooze
Alignment: Neutral
Initiative: -4
Senses: Blindsight 60 feet; Perception -5
  Speed: 10 feet, Climb 20 feet
Space: 10 feet
 

Defense

Armor Class: 5, touch 5, flat-footed 5 (-4 Dex, -1 size, +0 natural)
Hit Points: 55 (5d8+25)
Saving Throws: Fort +6, Ref -3, Will -4
Immunity: ooze traits
 

Offense

Melee: slam +4 (2d4+4 plus mercury poisoning and Grab)
Reach: 5 feet
  Special Attacks: Constrict (2d4+4)
 

Statistics

StrDexConIntWisCha
14 (+2) 3 (-4) 21 (+5) - 1 (-5) 1 (-5)
Base Attack Bonus: +3
CMB +6 (+10 to Grapple)
CMD 12 (can't be tripped)
  Feats:
  Skills: Climb +10
  Languages:
 

Special Abilities

Mercury Poisoning (Ex)

Slam-injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1 Dexterity damage and 1 Constitution damage; cure 1 save. The save DC is Constitution-based. If an opponent failed a save against the poison, one week after suffering the effects of the mercury poisoning, if the target has not received the benefits of a neutralize poison during that time span, then he must succeed on a DC 17 Will save or be affected as if by an insanity spell (caster level 10th). The effects can be removed by the successful casting of a greater restoration, heal, miracle, or wish spell.
 

Ecology

Environment: Underground
Organization: solitary
Treasure: none

  Created by some bizarre and broken arcane experiment in ages past, the mercury ooze is a monster best left alone.
  The mercury ooze is about 8 feet long and 6 inches thick. It can compress its body to a thickness of 1 inch to slip into cracks and crevices.
  A mercury ooze attacks by grabbing and squeezing its prey.
  Copyright Notice Author Scott Greene.

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