Summoning Ooze

Medium Ooze
Hit Dice: 5d10+15 (42 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 17 (+7 natural), touch 10, fl at-footed 17
Base Attack/Grapple: +3/+5
Attack: Slam +5 melee (1d8+2 plus 1d6 acid)
Full Attack: 2 slams +5 melee (1d8+2 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, summon monster
Special Qualities: Blindsight 60 ft., fast healing 5, immunity to acid and fire, ooze traits
Saves: Fort +6, Ref +1, Will +2
Abilities: Str 14, Dex 10, Con 16, Int 10, Wis 12, Cha 14
Skills: Climb +10, Concentration +10, Hide +8, Listen +9, Move Silently +5
Feats: Augment SummoningB, Great Fortitude, Improved Initiative
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: 6–8 HD (Medium); 9–15 HD (Large)
Level Adjustment:
A gelatinous creature slides toward you. Its body is nearly transparent except for a number of strangely glowing arcane symbols that seem to float within its protoplasm. The symbols seem to form a circle within the ooze, glowing and pulsing as it moves.
The result of a bizarre summoning ritual gone awry, a summoning ooze is the living embodiment of a summoning circle. Capable of summoning various creatures to do its bidding, a summoning ooze is never fought alone. It surrounds itself with summoned minions that defend it with their lives.
A summoning ooze looks like a translucent blob of protoplasm roughly 4 feet across. The runes of its absorbed summoning circle shift and flash within it, swirling together in a flash of golden arcane light to form a summoning circle whenever the ooze uses its summon monster ability.
A summoning ooze is typically motivated primarily by a need to hunt and reproduce. With its reasonable intelligence and an ability to produce whatever minions it might need for whatever purpose it can conceive, it can make a potent foe. Some summoning oozes set their sights on the subjugation of humanoid tribes, supplementing their summoned forces with real minions.
A summoning ooze grows until it reaches 10 Hit Dice, at which time it can split into two 5 HD oozes. Likewise, a summoning ooze with 15 HD can split into three 5 HD oozes or one 10 HD ooze and one 5 HD ooze. Some summoning oozes choose to split as soon as they reach one of these thresholds, while other oozes never split at all. Summoning oozes average 6 feet in diameter and 300 pounds in weight. They do not speak.


Summoning oozes are quite perceptive. They prefer to set up ambush situations rather than fight up-front battles. If they can, they position themselves up high away from a preferred battleground, summoning monsters each round down on their prey and only engaging in melee when absolutely necessary.
Acid (Ex): A summoning ooze secretes a natural acid through its protoplasmic membrane. Each of its natural attacks deals an extra 1d6 points of acid damage.
Summon Monster (Sp): Once per round as a standard action, a summoning ooze can summon a creature as the summon monster I spell (caster level 20th). The summoned creature remains for 20 rounds or until slain. A summoning ooze can summon a maximum of twice its Hit Dice in creatures per day.
For each additional 2 HD of a summoning ooze above 5, the summoning ooze’s summon monster ability improves by one spell level (to summon monster II at 7 HD, summon monster III at 9 HD, and so on, up to a maximum of summon monster VI at 15 HD). Each 2 HD gained also increases the summoning ooze’s Challenge Rating by 1 (instead of the normal +1 CR per 4 added HD for oozes).
Due to the ooze’s Augment Summoning feat, its summoned creatures have a +4 enhancement bonus to Strength and Constitution for the duration of the ability’s effect.
Skills: Summoning oozes have a +4 racial bonus on Hide, Listen, and Move Silently checks. A summoning ooze has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

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