Sample Infectoplasm: Devil Chills
Medium Ooze
Hit Dice: 10d10+20 (75HP)
Initiative: +0
Speed: 20’ (4 squares), Climb 20’ (4 squares), Swim 40’ (8 squares)
Armor Class: 15 (+5 natural); touch 10; flat-footed 15
Base Attack/Grapple: +5/+7
Attack: Tentacle +7 melee (1d6+2)
Full Attack: 2 Tentacles +7 melee (1d6+2)
Space/Reach: 5’/5’
Special Attacks: Contaminate, Engulf, Pestilence
Special Qualities: Ooze traits, Damage Reduction/Slashing 10, Immunities, Spell Resistance 10
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int -- (+0), Wis 10 (+0), Cha 14 (+2)
Skills: N/A
Feats: N/A
Environment: any land or aquatic
Organization: solitary, plague (2-6), or epidemic (7-20)
Challenge Rating: 7
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A

This gelatinous creature is little more that a heap of writhing tentacles. Despite the fact that its pulsing body is the color of hellfire, the strange thing gives off a cloud of unnatural cold air.

Infectoplasms of this variety are the living embodiment of the Devil Chills disease. Their true origins are unknown, but their purpose appears to be horrifyingly clear. They seem to exist solely to infect other creatures with the illness that infuses their mindless, shapeless forms.

A Devil Chills Infectoplasm is about 7’ across & weighs about 400 pounds. Being mindless, it speaks no language.

• Contaminate (Ex): every time the creature touches another being, it automatically attempts to infect the being with Devil Chills (infection DC14, incubation 1d4 days, ability damage 1d4 Str, the victim must make three successful Fortitude saving throws in a row to recover from Devil Chills)

• Engulf (Ex): the creature can flow around opponents that fit within its space as a standard action; it cannot make a natural weapon attack during a round in which it engulfs; it merely has to move over opponents, affecting as many as it can cover in this manner; opponents can make attacks of opportunity against the creature, but if they do so then they are not entitled to a saving throw; those who refrain from attack must succeed a Reflex save (DC12) or be engulfed; on a success, the opponents are pushed back or aside (opponent’s choice) as the spell moves forward; engulfed creatures are subject to both Contaminate & Pestilence, & are considered to be grappled; engulfed creatures can free themselves if they succeed in breaking the grapple

• Pestilence (Ex): once every 1d6+4 rounds the creature can perform an ability damage attack; this is a touch attack that provokes attacks of opportunity; just like Devil Chills, this attack deals 1d4 Str damage (DC17 Fortitude save to resist), but there is no incubation period (the damage is instantaneous); the victim must make three successful Fortitude saving throws in a row to recover from devil chills

• Immunities (Ex): the creature is immune to all forms of ability damage & ability drain; this also includes immunity to the harmful effects of all diseases, as well as most poisons