The Demented One
2006-08-11, 12:50 PM
Narco-Alchemic Ooze
Size/Type: Huge Ooze
Hit Dice: 15d10+105 (195 hp)
Initiative: -5
Speed: 20 ft. (4 squares)
Armor Class: 3 (-2 size, -5 Dex), touch 1, flatfooted 1
Base Attack/Grapple: +11/+19
Attack: Slam +14 melee (1d8+5 plus narco-alchemy)
Full Attack: Slam +14 melee (1d8+5 plus narco-alchemy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Narco-alchemy, engulf
Special Qualities: Ooze traits, blindsight 100 ft., alchemic healing
Saves: Fort +11, Ref -1, Will -1
Abilities: Str 20, Dex 1, Con 24, Int –, Wis 1, Cha 1
Skills: –
Feats: –
Environment: Underground
Organization: Solitary
Challenge Rating: 9
Treasure: Harvested Substances (See Below)
Alignment: Always True Neutral
Advancement: 16-24 HD (Huge), 25-32 HD (Gargantuan)
Level Adjustment: –
Narco-Alchemic Oozes were originally created due to an accident in the workshop of an alchemist and drugmaker. An explosion combined various alchemical ingredients with certain illicit drugs, created a living amalgam of the substances. Since then, various alchemists have learned how to reproduce the oozes. A Narco-Alchemic Ooze is a sloshy, formless thing, and can range in color from a pristine, snow white to a murky brown.
Narco-Alchemy (Ex)
A Narco-Alchemic Ooze’s body is made up of a melange of alchemic substances and drugs. Whenever a creature is hit by the ooze’s slam attack, various drugs leach into its body. A creature may attempt a DC 24 Fortitude save to resist the effects of the narco-alchemy. Roll 1d6 and consult the following table to determine the type of drug and its effects.
{table]
NumberDrug TypeEffect
1Stimulant+2 alchemical bonus to Dex and -4 penalty to Con for 1d10 rounds
2Depressant-4 penalty to Dex for 1d10 rounds
3HallucinogenConfused for 1d10 rounds
4DissociativeBlinded and deafened for 1d10 rounds
5AphrodisiacCharmed for 1d10 rounds
6Double DoseRoll twice, rerolling only once a roll of a 6
[/table]
Engulf (Ex)
A Narco-Alchemic Ooze can mow down Huge or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The ooze merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the ooze, 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 22 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the ooze moves forward. Engulfed creatures are subject to the ooze’s narco-alchemy each round, and are considered to be grappled and trapped within its body. The save DC is Strength-based.
Alchemic Healing (Ex)
Whenever a Narco-Alchemic Ooze would be damaged by an alchemic substance, it is instead healed 1 point of damage for every 3 damage the substance would have done. Alchemic substances that do not deal damage instead heal it 1 point of hp and have no effect on the ooze.
Harvest Substances
Various drug and alchemic components can be harvested from the remains of a slain Narco-Alchemic Ooze. By working for 8 hours and making a successful DC 20 Craft (Alchemy or Drugmaking) check, 50 gp worth of components can be harvested. These components have no active properties of their own, but can be used in crafting drugs or alchemic substances. A maximum of 1,000 gp worth of components can be harvested from a given ooze.
Creating Narco-Alchemic Oozes
Creating Narco-Alchemic Oozes is a simple, if dangerous, process. The creator must first gather 5,000 gp worth each of alchemic substances and drugs–the exact type does not matter. The substances must then be combined in a small space–a large vat, an alchemic worshop, or what not. The catalyst of the creation process is an explosion of any type, mundane or magical, that covers the whole area the substances are in and deals at least 30 points of fire damage. The explosion destroys all the components, and there is a 25% chance they combine to form a Narco-Alchemic Ooze. Oozes with more than 15 HD can be created, but each additional HD requires an additional 1,000 gp worth each of alchemic substances and drugs. The creator of the ooze has no special control over it.
Size/Type: Huge Ooze
Hit Dice: 15d10+105 (195 hp)
Initiative: -5
Speed: 20 ft. (4 squares)
Armor Class: 3 (-2 size, -5 Dex), touch 1, flatfooted 1
Base Attack/Grapple: +11/+19
Attack: Slam +14 melee (1d8+5 plus narco-alchemy)
Full Attack: Slam +14 melee (1d8+5 plus narco-alchemy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Narco-alchemy, engulf
Special Qualities: Ooze traits, blindsight 100 ft., alchemic healing
Saves: Fort +11, Ref -1, Will -1
Abilities: Str 20, Dex 1, Con 24, Int –, Wis 1, Cha 1
Skills: –
Feats: –
Environment: Underground
Organization: Solitary
Challenge Rating: 9
Treasure: Harvested Substances (See Below)
Alignment: Always True Neutral
Advancement: 16-24 HD (Huge), 25-32 HD (Gargantuan)
Level Adjustment: –
Narco-Alchemic Oozes were originally created due to an accident in the workshop of an alchemist and drugmaker. An explosion combined various alchemical ingredients with certain illicit drugs, created a living amalgam of the substances. Since then, various alchemists have learned how to reproduce the oozes. A Narco-Alchemic Ooze is a sloshy, formless thing, and can range in color from a pristine, snow white to a murky brown.
Narco-Alchemy (Ex)
A Narco-Alchemic Ooze’s body is made up of a melange of alchemic substances and drugs. Whenever a creature is hit by the ooze’s slam attack, various drugs leach into its body. A creature may attempt a DC 24 Fortitude save to resist the effects of the narco-alchemy. Roll 1d6 and consult the following table to determine the type of drug and its effects.
{table]
NumberDrug TypeEffect
1Stimulant+2 alchemical bonus to Dex and -4 penalty to Con for 1d10 rounds
2Depressant-4 penalty to Dex for 1d10 rounds
3HallucinogenConfused for 1d10 rounds
4DissociativeBlinded and deafened for 1d10 rounds
5AphrodisiacCharmed for 1d10 rounds
6Double DoseRoll twice, rerolling only once a roll of a 6
[/table]
Engulf (Ex)
A Narco-Alchemic Ooze can mow down Huge or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The ooze merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the ooze, 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 22 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the ooze moves forward. Engulfed creatures are subject to the ooze’s narco-alchemy each round, and are considered to be grappled and trapped within its body. The save DC is Strength-based.
Alchemic Healing (Ex)
Whenever a Narco-Alchemic Ooze would be damaged by an alchemic substance, it is instead healed 1 point of damage for every 3 damage the substance would have done. Alchemic substances that do not deal damage instead heal it 1 point of hp and have no effect on the ooze.
Harvest Substances
Various drug and alchemic components can be harvested from the remains of a slain Narco-Alchemic Ooze. By working for 8 hours and making a successful DC 20 Craft (Alchemy or Drugmaking) check, 50 gp worth of components can be harvested. These components have no active properties of their own, but can be used in crafting drugs or alchemic substances. A maximum of 1,000 gp worth of components can be harvested from a given ooze.
Creating Narco-Alchemic Oozes
Creating Narco-Alchemic Oozes is a simple, if dangerous, process. The creator must first gather 5,000 gp worth each of alchemic substances and drugs–the exact type does not matter. The substances must then be combined in a small space–a large vat, an alchemic worshop, or what not. The catalyst of the creation process is an explosion of any type, mundane or magical, that covers the whole area the substances are in and deals at least 30 points of fire damage. The explosion destroys all the components, and there is a 25% chance they combine to form a Narco-Alchemic Ooze. Oozes with more than 15 HD can be created, but each additional HD requires an additional 1,000 gp worth each of alchemic substances and drugs. The creator of the ooze has no special control over it.