Ureymiller Ooze (3.5e Monster)
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|Hit Dice:||36d10+468 (666 hp)|
|Speed:||20 ft, burrow 20 ft, swim 60 ft|
|Armor Class:||-3 (-5 dex, -8 size), touch -3, flat-footed -3|
|Attack:||Slam +35 melee (4d6+25 plus engulf, 20/x2)|
|Full Attack:||Four Slams +35 melee (4d6+21 plus engulf, 20/x2)|
|Space/Reach:||30 ft/30 ft|
|Special Attacks:||Abiogenesis, Engulf, Ooze Control, SLAs|
|Special Qualities:||Blind, Blindsight 1 mile, DR 15/silver, Electric Spawning, Hibernate, Immunities, Regeneration 50, Resist Cold/Fire 30, Sapping Aura, SR 29, Telepathy 1000 ft|
|Saves:||Fort +27, Ref +7, Will +22|
|Abilities:||Str 29, Dex 1, Con 37, Int 16, Wis 26, Cha 36|
|Skills:||Concentration +52, Disguise +52, Knowledge History +42, Survival +47, Spellcraft +42|
|Feats:||Power Attack, Combat Expertise, Improved Trip, Stand Still, Improved Disarm, Great Fortitude, Iron Will, Epic Prowess-CE x6|
|Organization:||Solitary or with 3d6 random oozes|
|Alignment:||Often True Neutral|
|Advancement:||37-72 HD (Colossal), 73-108 HD (Titanic)|
The cave smells of blood, but there's no blood in sight. Instead an eerie pool of pale orange-red liquid sits, bubbling slightly as you approach. Before you can get a good analysis of the substance, a hand pulls itself out of the pool and a creature pulls itself out with a primal cry!
Deep in the depths of the caves of the world in forgotten and forbidding places teaming with life lie strange giant pools of orange-red liquid. It is runny and inert, though smelling strongly of iron, but contains a chemical soup that forms the basis of all life on the surface. Its said that life originally came from this alien pool of gunk, and it is said that all things will eventually return. For the ureymiller ooze this is truth and its sole mission, an dangerously intelligent ooze with a mission to bring all life back into itself.
The ureymiller ooze is technically a single creature. Though many pools exist, they all share the same base personality, and in rare times these pools meet they swap memories and information as they flow through each other. In this way, all ureymiller oozes is THE ureymiller ooze, and it seeks reunion with the surface. Traditionally it is lax about its gathering, absorbing whatever unfortunate soul goes down into its lair. However at certain times the oozes become aggressive and they seek to absorb all life, going to the point of extreme and elaborate plans and the use of ooze scouts to achieve what they need. The ureymiller ooze is a manipulator, and it knows it will win in the end.
The ureymiller ooze in its natural form is practically a small lake in and of itself with the warmth, consistency, and taste of fresh blood but a pale orange semi-transparent color. It can speak all languages of beings it has absorbed, which for most means it can communicate with any creature, even animals. It can transform its appearance into many things and creatures, but it always maintains an ooze consistency under the surface. The ureymiller ooze is 125 tons of fluid of variable density. They do not eat, sleep, or breathe and are effectively immortal.
A ureymiller ooze does not try to engage in combat willingly, but it can, and does, generate creature after creature via abiogenesis. Often it can complete entire battles with the opponents having no idea that the orange lake of muck is anything more than a monster spawning trap and not a creature.
In certain times, supposedly linked to the activities of ancient dangers from the stars, it becomes actively aggressive. This is matched with the knowledge of being the only thing able to resist that elder evil's influence up to its Overwhelming state, which it hibernates through. In this case it sends its oozes, which have been keeping a watch on the world, out to find and draw close the best and brightest minds of the world to its lair, where the ureymiller ooze then attempts to integrate with. It usually attempts diplomacy, but its requests usually go unheeded and as a result it often ends up attacking, engulfing the target, and absorbing them by force.
The ureymiller ooze often keeps magic items and weapons inside of its mass for the purpose of equipping humanoid creations of abiogenesis. It never stores silver weapons though, as the substance burns it.
Abiogenesis (Su): The ureymiller ooze contains thousands of souls from all over, and the biological components to recreate them. It is capable to "summoning" any creature up to its CR -4, but unlike normal summons the creatures are real (like a called creature). They can even generate unique creatures, provided the ooze has eaten them. They are short lived, and will fall apart after 36 rounds. While they seem to have a fuzzy memory of who they once were, they are under the complete control of the ureymiller ooze, and if the ooze chooses to hold objects inside of itself (as it often does) they can be generated equipped with said items. The newly generated creatures appear anywhere within the ooze's reach. When it uses this ability, it must wait 1d4 rounds before using it again.
Absorption (Ex): Creatures engulfed by an ureymiller ooze have their organic tissue assimilated and their soul begins to peel away from their body as long as they remain inside. The creature takes 10 damage each round they remain inside, and the ooze gains 10 points of healing for each absorbed creature it possesses. This damage counts as the appropriate damage for bypassing DR and regeneration, and fast healing and regeneration shut down while inside the ooze. When the creature dies, their soul is removed via Sapping Aura (see below) and they may be generated.
Electric Spawning (Ex): The ureymiller ooze absorbs electrical damage, recovering 1 hp for every 3 damage it would have otherwise caused. The lightning also causes spontaneous forced abiogenesis, generating a random creature with a CR of 3d6. This causes the cooldown to go into effect. If it was already cooling down, then the new time is added to the pre-existing time. For example if it had just generated a creature and needs to wait 3 rounds, then is hit by electric damage, it generates a random creature and rolls a 2 on cooldown duration. It now must wait 5 rounds before using it again, or until hit with electrical damage again.
Engulf (Ex): Although it moves slowly, an ureymiller ooze can simply mow down Huge or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The ureymiller ooze merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks 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 37 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 absorption, and are considered to be grappled and trapped within its body. The save DC is Strength-based.
Creatures which strike the ureymiller ooze with a non-reach weapon, or creature's struck by the ureymiller ooze's slam attacks, must also make the Reflex save (with a +4 bonus) or be sucked inside its body.
Hibernate (Ex): The ureymiller ooze spends most of its time in a state of hibernation, where it is mindless and barely alive at all. It hardens into a "black granite" with hardness 20 and 300 hp to breach its surface, and it is immune to all energy damage (including force). But while it is a hard black shell on the outside, it remains warm and fluid on the inside. Such masses of hardened shell give off a warmth of a living creature, giving away its presence. Hiberating takes 1 minute of rest, and recovering from hibernation takes 1 minute as well. It can recover from hibernation rapidly (such as if its shell has been broken) in only 1d4 rounds, but in doing so it takes a -4 penalty to attacks, skills, spell DCs, and saving throws for 10 minutes.
Immunities (Ex): The ureymiller ooze is immune to ability damage, ability drain, critical hits, death effects, energy drain, mind-effecting affects, paralysis, poison, polymorphing, sleep, and stunning. It is also immune to acid and bludgeoning damage. While it is not immune to cold and fire damage, cold and fire damage have strange effects on the ooze.
Cold damage which deals at least 1 point of cold damage removes its immunity to bludgeoning damage for 1 round.
Fire damage which deals at least 1 point of fire damage causes it to become hasted for 1d4+1 rounds.
Ooze Control (Su): The ureymiller ooze can rebuke and control other oozes as a cleric of its HD. When it exerts control over other oozes, these oozes gain its mental ability scores, and the ureymiller ooze can use the control ooze's senses to see beyond their lair. They can even give no commands and orders no matter how far. This range is unlimited, but does not cross planes. These "smart oozes" often act in unusual ways and their CR increases by +1. They retain their immunity to mind-affecting effects as if they were still mindless.
Regeneration (Ex): The regeneration of the ureymiller ooze is bypassed by silver weapons and fire damage.
Sapping Aura (Su): The ureymiller ooze acts as a cosmic sinkhole for souls. Creatures which die within 1000 ft of the ureymiller ooze make a Will save (DC 41) or do not go to their afterlife, but instead join the collective souls in the ooze. They cannot be freed (and thus cannot be revived) short of a wish or miracle, casting freedom on the ooze (an act which will surely send it into attacking, and grants the ooze 1 negative level in spite of immunities), or by slaying the ooze. Creatures whose soul has joined the ooze become valid targets to create via Abiogenesis.
Shapechange (Su): The ureymiller ooze may use shapechange at will, but it cannot gain spells, spell-like abilities, or supernatural abilities in this way. It does, however, keep its own traits such as abiogenesis, engulf, and its ooze traits and continues to count as an ooze. This is because the shapeshifting is a result of expert control over its own body and appearance.
Spell-Like Abilities (Sp): At will-detect thoughts, major image, mass cure light wounds, mass inflict light wounds, nondetection, unseen servant; 3/day-locate creature, charm monster, fear, mirage arcana, suggestion, transmute mud to rock, transmute rock to mud; 1/day-divination, dominate monster, dream, insanity, moment of prescience, Scrying (no focus needed), sending. Caster level 18th. The saving throws are Charisma based.