Medium-Sized Ooze (Radiation)

Hit Dice:
7d10+14 (52 hp)
Initiative: -2 (Dex)
Speed: 10ft. Climb 10ft., Swim 10ft.
Armor Class: 12 (+4 natural, -2 Dex)
Base Attack/Grapple: +5/+6
Attacks: Touch +6 melee (2d6 radiation damage [touch])
Full Attack: Touch +6 melee (2d6 radiation damage [touch])
Space/Reach: 0ft. /0ft. or 5ft./5ft.
Special Attacks: Disintegration, Improved Grab, Engulf
Special Qualities: Ooze traits, Blindsight, Immune to Physical Damage, Vulnerable to Fire and Electricity, Humanoid form
Saves: Fort +4, Ref +0, Will -1
Abilities: Str 10, Dex 7, Con 15, Int - , Wis 4, Cha 1
Climate/Terrain: Any land
Organization: Solitary or family (3-6)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement Range: 8-12 HD (Large)
Level Adjustment: -

        The creature before you resembles nothing more than a pool of blue-green water. Without warning, the creature seems to pull itself into a column of liquid, and then take on a humanoid form just before it attacks.

        When a creature is killed by radiation damage, there is a chance that it will be transformed into a dangerous form of ooze known only as liquid people. Upon transformation, the creature loses all sense of their original self, and becomes a green, gel-like puddle of living, radioactive protoplasm. In this state, the ooze exists only to eat, and the only thing that can sustain it is the flesh of the living.

        Godzilla priests are fond of collecting liquid people and releasing them in areas where they can spread radioactive destruction in their wake. Most other creatures instinctively avoid these abnormal monsters.

        Liquid people cannot communicate in any meaningful way.

Combat:

Liquid people are straightforward in their attacks, slithering towards potential prey and attempting to grab hold of them. Once the prey has been grasped, it takes little time for the ooze to liquefy the creature's flesh and consume it, leaving only a radiation stained pile of garments and possessions behind.

Because they are highly radioactive, these oozes are quite simple to track with a detect radiation spell or staff of radiation. Due to their complete immunity to physical attacks, these oozes are difficult to attack and damage without magical aid, or several vials of alchemist's fire.

        Improved Grab (Ex): If a liquid person hits with its touch in melee or is struck by a melee attack with a reach of 5ft or less, it can start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can engulf and disintegrate its prey.

        Engulf (Ex): Any creature that the liquid person grabs is considered pinned and receives a -10 circumstantial penalty to the opposed grapple checks to break the hold. However, so long as it is engulfing prey, the liquid person cannot move. Any damage dealt to the ooze while it is engulfing its prey is split between it and its victim. An engulfed victim takes full damage from any physical attacks. Once it has engulfed its prey, the ooze can disintegrate.

        Disintegrate (Ex): Once a liquid person has engulfed its prey, the victim is exposed to the ooze's digestive radiation. The victim must make a Fortitude save (DC 15) or take 14d6 points of radiation damage. Any creature reduced to -10 hit points by this attack is completely dissolved, leaving only a pile of radiation stained garments behind. A True Resurrection, Miracle or Wish spell is required to return the slain creature to life.

        Those who make the save still take 3d6 points of radiation damage for as long as the ooze maintains its hold. Creatures immune to radiation are unaffected by this attack. The save is Constitution based.

        Blindsight (Ex): A liquid person's entire body is a sensory organ that can perceive prey by scent and vibration within 60 feet.

        Immune to Physical Damage (Ex): Liquid people are completely immune to damage from a physical source, such as swords, arrows and claws. They are still vulnerable to energy and chemical damage, such as fire and acid.

        Vulnerable to Fire and Electricity (Ex): Liquid people are highly susceptible to fire and electrical damage. All attacks that deal fire or electrical damage deal double damage against them. If an attack allows for a save, they take twice the damage for a failed save and standard damage for a successful save.

        Humanoid form (Ex): For some unknown reason, liquid people occasionally gather themselves up into a humanoid form. While this has no effect on their statistics in any way, it does give them better reach. While humanoid, liquid people are the size of a normal human being, and have a reach of 5ft. They can only maintain their humanoid forms for three rounds before collapsing. In liquid form, a liquid person is 10ft by 10ft., but has no reach.