Today's Monster Monday monster is the Lodestone Ooze, a dastardly slime that builds on the rules for magnetism I established in my post about magnetism spells. This creature is a "gotcha monster" in the same vein as the rust monster or grey ooze in that it's attacks tend to damage the players' beloved equipment.
The OGL, PFSRD-compatible monster is available after the jump.
The following text in gold is available as Open Game Content under the OGL. Open Game Content is (C)2013 Jonah Bomgaars.
The OGL, PFSRD-compatible monster is available after the jump.
The following text in gold is available as Open Game Content under the OGL. Open Game Content is (C)2013 Jonah Bomgaars.
Lodestone Ooze CR
8
XP 4,800
N Large ooze
(subtype)
Init -5; Senses blindsight 60 ft., scent metals
90 ft.; Perception -5
Aura Magnetic Aura 20 ft.
DEFENSE
AC 12, touch 4, flat-footed 4 (-5 Dex,
-1 size, +8 natural)
hp 145 (10d8+100)
Fort +13, Ref -2, Will -2
DR 5/adamantine; Immune cold, fire, ooze traits
Vulnerability electricity
OFFENSE
Speed 20 ft.
Melee slam +12 (1d8+6 plus 2d6 acid and
grab)
Space 10 ft.; Reach 5 ft.
Special Attacks acid, engulf (DC 21, 2d6
acid)
STATISTICS
Str 22, Dex 1, Con 30, Int -, Wis 1, Cha 1
Base Atk +7; CMB +14; CMD 19
Languages none
SQ metal drain, metallic body
SPECIAL ABILITIES
Acid (Ex)
The
digestive acid that covers a lodestone ooze dissolves metals and organic
material, but not stone. Each slam and constrict attack deals 2d6 additional
acid damage. Armor or clothing worn by a creature grappled by the ooze takes
the same amount of acid damage unless the wearer succeeds on a DC 25 Reflex
saving throw. A wooden or metal weapon that strikes a gray ooze takes 2d6 acid
damage unless the weapon's wielder succeeds on a DC 25 Reflex save. The ooze's
touch deals 2d6 points of acid damage per round to wooden or metal objects, but
the ooze must remain in contact with the material for 1 full round in order to
deal this damage. The save DCs are Constitution-based.
Engulf (Ex)
A lodestone
ooze can engulf Large or smaller creatures in its path or magnetically grappled
to its body 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 can attempt a DC 21 Reflex save to avoid being
engulfed—on a success, they are pushed back or aside (opponent's choice) as the
ooze moves forward. Creatures magnetically grappled to the ooze’s body are not
entitled to an attack of opportunity or a Reflex save to avoid being engulfed,
but they can attempt a combat maneuver to avoid that fate. Engulfed creatures are subject to the ooze’s
acid, gain the pinned condition, are in danger of suffocating, and are trapped
within its body until they are no longer pinned. The save DC is Strength-based.
Magnetic Aura (Ex)
A Lodestone Ooze uses its natural magnetic
field to draw in metallic objects to feed upon.
Any Medium-sized creature carrying 30 or more pounds of iron or steel
may be pulled by this magnetism (Small creatures are pulled if they have 15
pounds of metal, Large if they have at least 60 pounds. For creatures of other
sizes, modify the weight required as per the rules for carrying capacity (Pathfinder
RPG Core Rulebook 170)). All such
creatures within 20 ft. of the ooze are drawn to it as if by the pull special
ability, using the ooze’s CMB. Creatures
wearing iron or steel armor suffer a penalty on their checks to resist the pull
equal to their combined armor and shield bonuses. Affected creatures are pulled up to 20 feet
and slammed against the ooze for 2d6 points of acid damage and gain the
grappled condition. Creatures not
carrying large amounts of metal but holding metal items in their hands are
affected by a disarm maneuver as the items are ripped free. Freeing a stuck item
requires a successful strength check against the ooze’s CMD.
All attacks made against the ooze with an
iron or steel weapon gain a +3 bonus on attack and damage rolls, but the
wielder must succeed on a strength check or be disarmed as the weapon clings to
the ooze.
When lesser
magnetism or greater magnetism is cast on the lodestone ooze,
it must make a Will save or suffer from polarity reversal for 2d4 rounds. Instead of drawing iron and steel objects
toward it, it repels them. Creatures
which would be pulled to the ooze are instead thrown 20 feet and knocked prone,
taking 2d6 damage. Metal items
successfully disarmed are flung 20 feet away from the magnetized object.
Metal Drain (Ex)
Lodestone
oozes can fortify themselves with the metal they eat. Any time a lodestone ooze has 30 or more
pounds of metal engulfed within it, or has direct contact with 50 or more
pounds of metal, it gains Fast Healing 5 for as long as its acid continues to
damage that metal.
Metallic Body (Ex)
Despite
being gelatinous, a lodestone ooze’s body is highly ferrous and is thus
affected by many spells and effects in the same way that metallic creatures
are. For instance, a lodestone ooze
takes damage from rust effects such as rusting
grasp or the touch of a rust monster.
Because it is immune to fire and cold, heat metal and chill metal
work normally on the lodestone ooze but do not damage it. Transmute
metal to wood deals 2d6 Constitution damage to the lodestone ooze.
Scent Metals (Ex)
This ability
functions much the same as the scent ability, except that the range is 90 feet
and the lodestone ooze can only use it to sense metal objects (including
creatures wearing or carrying metal objects).
ECOLOGY
Environment underground
Organization solitary
Treasure none
Lodestone
oozes are ferrous oozes that use their natural magnetism to hunt and consume
metal. Much of their body is comprised
of the metal they have leeched away with their acid, making them very heavy and
easy to spot. They tend to be blocky,
sometimes even perfectly cubic, due to their ferrous nature.
The dead body of a lodestone ooze can be
smelted down, yielding 5000 lbs. of iron (500 x ooze’s HD) and d100 x 10 gp.
worth of other precious metals. Iron is
typically worth 1 sp./lb. Since the ooze’s
acid does not corrode rock, it may also contain any gems it incidentally
consumed recently.
Because lodestone oozes can take on the
nature of the metals they absorb, there are several varieties possible:
Arcanophage Lodestone Ooze (CR+1)
Lodestone
oozes which have fed upon a trove of magic items, a vein of magical ore, or
simply a lot of adventurers become charged with the arcane energies they have
consumed. Arcanophage oozes gain a +1
enhancement bonus to attack and damage rolls and a +1 enhancement bonus to
AC. Whenever an arcanophage ooze is
struck in melee, it releases a burst of arcane energy dealing 1d6 damage of a
random energy type (on a d10: 1- force, 2-3- fire, 4-5- frost, 6-7-
electricity, 8-9- acid, 10- sonic) to anyone within 10 feet.
Cold Iron Lodestone Ooze (CR+1)
These
lodestone oozes hail from the darkest depths of the earth, where they have fed
on cold iron and gained its properties.
Cold iron oozes gain immunity to magic, although metal-specific spells
still function as described in the lodestone ooze’s Metallic Body ability
description.
Cthonic Lodestone Ooze (CR+2)
Lodestone
oozes originating on the Elemental Plane of Earth have glutted themselves on
the bounty found there and grown to tremendous size. This is a lodestone ooze with the Advanced
and Giant simple templates applied to it and the range of its magnetic aura
doubled. It also gains the Extraplanar
subtype on any plane but the Elemental Plane of Earth.
~~~
As will usually be the case with Monster Mondays, I encourage you, the reader, to use this monster in a game and report the results back to me below in the comments. I don't get to play enough D&D to playtest all of my monsters, so I appreciate any help I can get though crowd-sourcing. If I've calculated anything incorrectly or made the monster's CR too high/low, I would like to know.
Thanks, and have fun playing whether you're behind the screen or in front of it.
-your ferrous d20 despot
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