50 Shades of Gray Ooze: Variant Monster Rules

50 Shades of Gray Ooze: Variant Monster Rules

We here at d-Infinity are no strangers to oozes, and there is no ooze we find more compelling than the venerable gray ooze, a versatile gelatinous monstrosity with a history stretching back to the primordial dawn of the roleplaying hobby. Deceptively simple in form and ferocity, no two gray oozes are alike, coming as they do in a variety of flavors, textures, and consistencies distinguishing one breed from the next.

Despite these rich variations, the manifold variety of gray oozes receive short shrift in even the most richly detailed bestiary. The teratologists here at d-Infinity hope to correct that oversight with this, our latest collaborative article. Read on, familiarize yourself with the classical gray ooze and marvel at every variation, mutation, and subspecies we unveil as we expound upon all 50 shades of the gray ooze!

From the Pathfinder Bestiary

Slinking their way through cold swamps and bleary marshlands, or sometimes even dungeons and caverns, gray oozes consume any organic materials they encounter. Despite its lack of intelligence, the gray ooze is a most problematic creature due to its transparency. While the ooze cannot easily climb walls or swim, its habit of lurking in the thick mud that lines the banks of marsh pools or lying in harmless-looking pools on dull-colored dungeon floors makes it dangerously easy to overlook and step on.

Some sages believe that the gray ooze is the result of a failed alchemical experiment, while others postulate that the first gray oozes spontaneously arose from a cesspit of magical detritus. Of course, these theories that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste, are derided by many who dwell in areas plagued by the creatures but which do not have a long history of magical pollution.

GRAY OOZECR 4

XP 1,200

N Medium ooze

Init –5; Senses blindsight 60 ft.; Perception –5

DEFENSE

AC 5, touch 5, flat-footed 5 (–5 Dex)

hp 50 (4d8+32)

Fort +9, Ref –4, Will –4

Defensive Abilitiesooze traitsImmune cold, fire

OFFENSE

Speed 10 ft.

Melee slam +6 (1d6+4 plus 1d6 acid and grab)

Special Attacks acid, constrict (1d6+1 plus 1d6 acid)

STATISTICS

Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1

BaseAtk +3; CMB +6 (+10 grapple); CMD 11 (can't be tripped)

SQ transparent

ECOLOGY

Environment cold marshes and underground

Organization solitary

Treasure none

SPECIAL ABILITIES

Acid (Ex) The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the weapon's wielder succeeds on a DC 20 Reflex save. The ooze's touch deals 12 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.

Transparent (Ex) Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings in most environments. A DC 15 Perception check is required to notice the gray ooze. Any creature that fails to notice a gray ooze and walks into it automatically suffers damage as if struck by the ooze's slam attack and is immediately subject to a grab attempt by the ooze.

Variant Gray Oozes

The gray ooze adapts readily and swiftly to changes in environments, the simple structure of its primeval form and its method of using fission to reproduce all but ensuring that such changes occur. Listed below are two such variants that adventurers have encountered.

Adandd Ooze [CR 5]: This ooze is physically not quite as tough as normal versions of the monster, having only a CON of 14 and 3+3 Hit Dice, and its acid will not affect wooden items. It is, however, immune to all spells or spell-like abilities that allow spell resistance, except for those that cause electrical damage, which function normally. Furthermore, those with maximum hit points will have developed intelligence of a sort (effectively INT 4) and have the ability to launch a crushing psychic attack against anyone who uses psionic abilities within 60 feet of them; this attack will inflict 4 points of damage to the victim's INT if it fails a DC 13 Will saving throw.

Adhesive Ooze (CR 4): This ooze is made from a sticky, viscous form of protoplasm. The ooze can slink up walls and squelch across ceilings with a climb speed of 10 ft. When hanging from a ceiling it can drop down on top of unwary adventurers. Additionally, any creature making a melee attack or unarmed strike against an adhesive ooze must make an immediate DC 20 Reflex saving throw. On a failed save, the melee weapon (or hand in the case of an unarmed strike) is stuck to the ooze. Freeing an object stuck to the ooze requires a standard action and a successful DC 15 Strength check. An adhesive ooze lacks the gray ooze's acid ability.

Aqueous Ooze [CR 5]: This ooze is the aquatic version of a normal gray ooze. It has a swim speed of 30 feet. Because of its slick translucence, if it is under water, the DC to notice it is 25.

B'dandd Ooze [CR 4]: Like the Adandd Ooze, this especially primitive form of Gray Ooze is not as tough as usual varieties and has just 3+3 HD and a CON of 14. It can inflict somewhat more damage in melee, however, striking for 1d8+4 damage plus 1d8 acid, along with all of the creature's usual special attacks.

Bellalexandra Ooze [CR5]: Quite possibly a bastard hybrid of Gray Ooze and Doppelganger, this monster is a featureless blank that will form itself into the appearance of any creature it either makes a critical hit against or can remain in contact with for an entire minute (i.e., if they are sleeping, if they are bathing in a pool it is at the bottom of). While any size Medium being might be a subject of this effect, for whatever reasons female humanoids of plain appearance and limited personality (e.g., average or below-average Charisma) are those most likely to be targeted. Once transformed, the Bellalexandra Ooze will thereafter mimic its subject's speech and mannerisms and function as if it had an effective Intelligence of about 4, but will not gain any spellcasting or other special abilities. It is purely at the discretion of the GM whether the transformed ooze thereafter tries to kill and replace the copied character or simply causes mischief in its guise. This transformation will last 2d3 days, after which the creature will resume the form of an ooze.

Brine Ooze [CR 6]: This ooze is commonly found in areas rich in salt deposits, but may also inhabit briny ponds or salt marshes. Its attack inflicts a bonus +1d6 damage to any creature in which salt plays a part in its metabolism [like anything with blood] as it injects a massive quatity of salty slime into the body of the victim. because of the tremendous pain of such an attack victims must make a Fort save each round for 1d6 rounds [Difficulty 16] or be overcome with the agony that round.

Chaotic Ooze [CR7]: This extraplanar type of ooze exhibits strange abilities derived from its home on a plane of chaos. Most regenerate 3 HP per round and have more potent acid 1d8 per attack]. Some are much faster moving [+1d4x5 feet per round normal move] and often are capable of multiple slams in a melee round. if the ooze hits with its slam, it immediately may take another slam at the same or another target, at the same attack value.

Cray Ooze (CR 7): This quivering gray ooze produces a psychotropic ichor that inflicts madness on the unwary. Anyone who comes into direct contact with the ooze, including those struck by its slam attack, must make a DC 20 Fortitude save or behave as if under the effects of confusion for 1d4 rounds. This is a mind-affecting poison effect.

Crystal Ooze (CR 4): The crystal ooze is an aquatic variant that dwells in deeper waters than most commonly found in the gray ooze's beloved swamps. A crystal ooze has the aquatic subtype and a swim speed of 30 ft. The crystal ooze lacks the gray ooze's constrict ability, but it does secrete a paralytic toxin that causes those whom it strikes to become paralyzed for 3d6 rounds if they fail a Fortitude saving throw (the save DC is Constitution-based).

Density Ooze (CR 5): An alchemically active ooze, the density ooze has the ability to control the elemental density of its body. As a move action a density ooze may increase or decrease its density by one step. For each step it increases its density it gains a +1 natural armor bonus, +1 Strength, +1 CMD, and -1 Dexterity. For each step it reduces its density, it gains +1 Dex, +5 ft. of speed, and -1 to AC and Strength. A density ooze cannot alter its density more than five steps in either direction.

Digestive Ooze (CR 3): These gray oozes live in the digestive tracts of very large magical beasts, like leviathans, and assist with breaking down inorganic material that these creatures can not naturally metabolize. Their acid does not break down organic material like flesh, or plant matter, but will quickly dissolve stone, metal, glass, or any of the many other things that gigantic magical beasts inadvertently eat when chowing down on delicious people. This effect functions similarly to a rust monster's touch for purposes of affecting weapons, armor, and items, and requires one full round of contact to activate.

Ectoplasmic Ooze (CR 5): A rare undead ooze created from the primitive unsated hunger of countless slain oozes, ectoplasmic ooze gains the undead creature type, incorporeal, and one ghost special attack other than corrupting gaze and frightful moan. Ectoplasmic oozes dwell in places where countless oozes have died, and as such are usually found in the oldest caverns and dungeons where new generations of heroes come every few years to test their mettle. A "destroyed" ectoplasmic ooze restores itself in 1d4x days unless it is slain by divine damage, positive energy, or environment it haunts is consecrated. A necromancer may take an ectoplasmic ooze as a familiar by means of the Improved Familiar feat.

Evolved Ooze [CR7]: This ooze is far more capable that the norm for its kind. Each time it feeds, it assimilate most dominant special feature of its prey. Thus if its last meal was human, it gains the capacity to have an 'extra' feat [since oozes normally can't have feats' this means one - choose fiendishly]. If a victim had numerous class abilities, choose from those held by the victim, and confer it on the ooze. The more powerful the ooze becomes, the more 'Evolved' it becomes. It is able to retain special features from its prey equal to 1 per 2 HD.

Expanding Ooze [CR 5]: This ooze is metabolically so efficient that it grows with each meal. Each time it consumes a number of Hit Dice equal to its own, it increases in size. Use the rules for improving monsters to work out its new stats, size and Hit Dice. Each size change will also increase its Challenge Rating as well.

Facsimile Ooze [CR6]: This variant a Gray Ooze has somewhat more robust than usual structure bordering on quasi-musculature, giving the monster a Str score of 20 and increasing its attacks and damage each by +2 and allow it to move upright as a man-sized cylindrical blob. If the Facsimile Ooze scores a critical hit against an opponent, it is able to record onto its surface a mirror-image copy of the creature's appearance. It does not gain any abilities from the victim, to include attacks, and the image of the creature will be two-dimensional, but this effect might nonetheless prove disquieting or confusing to anyone viewing it. Critical hits against the creature from blunt or grappling attacks against the Facsimile Ooze will break off a 1 HD fully-functional chunk of the creature that is size Small and has appropriately adjusted ability scores, attacks, and damage.

Featureless Ooze [CR5]: The coloration of this ooze varies with the background of its rocky environment granting it tremendous camouflage. Spot checks to notice it are at -10, making surprise attacks much more likely.

Fiendish Ooze [CR 6]: No one likes to spend much time speculating on how such oozes came about. Sages with weak stomach prefer the idea that they are simply oozes that wandered into fiendish locales. More vivid imaginations conjure visions of the fiendish wandering into them. Fiendish oozes gain Damage Reduction equal to 1/ Hit Die.

Forgotten Ooze [CR 4]: This ooze exudes a subtle aura that causes those who move out of contact to forget its presence. Whenever someone moves out of melee reach of the Forgotten Ooze they must make a WIll Save [DC 16] or forget that the ooze is there and what they themselves are doing. This may cause them to wander off, continue on their way, etc., allowing the ooze to hide and await the arrival of new prey.

Gray Mother [CR 8]: This ooze is size Huge, advanced according to the rules for improving monsters. It has also developed something of an intellect [INT 10]. It can also generate more oozes spore-like from itself at a rate of one normal gray ooze per day. If it has come into contact with any of the other variant oozes, it can instead exude up to a CR 5 ooze per day [and could take longer to exude more powerful oozes that it has had contact with]. It can direct its oozey offspring to a limited degree. The further they get from the Gray Mother, the less control it can manage.

Grey Anatomy Ooze [CR 4]: It is theorized that this ooze was created by particularly cold-blooded anatomists as an aid to their studies. When it feeds, the ooze flows over a body, adhering to it in a thing transparent film and becomes all but inert while processing itse meal. As the body is consumed, the process may ne observed in minute detail, as portions of the ooze contort to create a natural magnification effect. It is rumored that there are magical prods that can encourage the magnificantion in particular locations.

Grey Power Ooze [CR 4]: This decrepit ooze has a slack wrinkled surface with darker discolorations to its faded grey. It is clearly at the end of its life cycle - and wants to reverse that by preying on you. Though slower than normal oozes [Initiative is -2], it is also slightly smarter, and looks soooo easy to kill. It flops feebly when seen, as though barely able to move, let alone attack but is actually stimulating its protoplasm so that it can strike effectively [bonus of +2 to attack]. If it hits, in addition to normal damage, targets must make a Fort save [DC 15] or lose 1d4 years of life.

Greymatter Ooze [CR 10]: A Greymatter Ooze is made up of the brain material of countless people, and is constantly trying to add more minds to its mass. The ooze gains the memories and experiences of each of its victims, and a very old Greymatter Ooze would undoubtedly know some very interesting things -- if it were capable, or even inclined to communicate them. This variety of ooze gains all of the feats and spell casting abilities of any creature whose brain it has consumed however, having no way of speaking, they can only cast spells if they have learned the Silent Spell metamagic feat from a victim. In combat Greymatter Oozes will use all of their feats and spell casting abilities to subdue foes, and will try very hard to avoid killing a victim -- a dead brain grants no new knowledge to the ooze. To extract the brains Greymatter Oozes force themselves up the noses of their victims and pull the material back out.

Id Ooze (CR 6): Perhaps the strangest variant gray oozes are those that have developed a rudimentary intelligence, including the ability to communicate telepathically with other oozes, or even the ability to blast enemies with pulses of raw mental power. Id oozes are advanced gray oozes with an Intelligence score of 2 (and thus gain skill ranks and feats—typically 4 ranks in StealthImproved Initiative, and Toughness), can communicate basic empathic information with other id oozes within 100 feet via telepathy, and can use lesser confusion at will as a spell-like ability (CL equals the id ooze's HD).

Infernal Ooze (CR 5): Spawned in some nameless netherworld, this monster has all the powers of both a Gray Ooze and a fiendish creature. An Infernal Ooze has INT 3, Damage Reduction 5 that is bypassed by magic weapons, Spell Resistance 9, is aligned Neutral Evil, and can Smite Good once per day to inflict +4 damage. This sort of monster also receives two Feats and most often these are Improved Initiative and Power Attack — which, among other things, the creature will use to help reduce obstacles like doors ​— but the game master can feel free to substitute others instead.

Leech Ooze (CR 6): An ooze hungry for blood and capable of absorbing it through a victim's skin, the leech ooze may attempt to drain the blood of its target after a successful slam attack as if if casting the vampiric touch spell (CL equal to the ooze's hit dice). A leech ooze cannot inflict acid damage as part of the same attack with which it uses it's blood drain ability.

Moth Ooze (CR 4): Named for it's peculiar appetite, a moth ooze does not consume flesh. Instead, it consumes clothing, eating holes through any clothing it finds and leaving ruined, threadbare tatters in its wake. Moth ooze prefers easy prey, seeking out unattended clothing or clothing worn by sleeping creatures. If threatened, hungry, or with no other alternative, it will attack, directing its aggression to the clothing of participants in the combat. A moth ooze is capable of making sundering attempts against light and medium armor.

Necrotizing Ooze [CR 7]: This ooze is replete with necromantic energy, inflicting wounds that quickly suppurate and become infected. Whenever the ooze damages a target, the target must roll Fort [DC 17] or temporarily lose a level.

Oxidation Ooze [CR 5]: This ooze feeds on flesh, but also gains sustenance from the flaking mass that is left behind when its slam strikes armor. Any metal is attacked by a rapid oxidation effect. Any attack that would hit the flat-footed AC of an opponent also reduce its Armor bonus to AC by 1d4 [This is cumulative, so if a target in plate armor is hit three times, it would lose a total of 3d4 AC] with each strike until the armor is destroyed. Metal Weapons striking the ooze take 1d4 HP damage [ignoring AP]. Magical armor or weapons may save [DC15] with a save bonus equal to its numerical bonus.

Pearlescent Ooze [CR4]: These oozes are more appealing than many of their ilk, with a sheen like mother of pearl to their slimy surface. When movement is sensed by the ooze, it exudes more of this slime and begins a swirling, hypnotic, hallucinogenic display that inflicts -2 to all attacks by sight-based creatures against it.

Pestilent Ooze (CR 5): More grey-green than truly grey, this ooze has developed a symbiotic relationship with several virulent diseases. In place of its acid ability, contact with the ooze risks infection with the Slimy Doom. Any spell that cures, purges, or removes disease inflicts 1d4 hit point damage per level upon the ooze.

Polyp Ooze [CR 5]: As an aid to its own promulgation, polyp oozes have the capacity to implant ooze polyps with a successful attack. There is no immediate effect, but over time the polyp grows into an angry and painful red boil upon the skin of the affected creature. If the polyp is excized before it bursts [DC 20 Heal Check] then the 1 Hit Die ooze is fairly easy to deal with. But if the ooze bursts, while under the skin, the victim must make a Fort save [DC 18] or become infected with 1d6 more polyps as they spread their infection. The polyp cycle is roughly 24 hours, and will continue until it is successfully removed or resisted.

Rime Ooze (CR 5): This specialized breed favors cold environments and has a unique adaptation allowing it to take greater advantage of the gray ooze's natural transparency. As a full round action a rime ooze can spread its body thin while hardening its membranous body, covering a 10' square space like a layer of slick ice. While in this state, the Perception DC to notice the ooze increases to 20. Anyone walks into the area containing the ooze in this state must make an immediate DC 16 Reflex save or fall prone and suffer damage as if struck by the ooze's slam attack. A rime ooze may return to its normal, motile form as a move action.

Spawn Ooze (CR 5): An ooze eager to reproduce, as a move action a spawn ooze can infect a corpse with 1d6 polyps. After 1d4 rounds the polyps burst forth from the corpse as hungry gray oozes (apply the young creature template to these new oozes).

Sprinkler Ooze (CR 5): This variant gray ooze has specialized pores that can allow it when threatened to spray its enemies with acid. It can do so to everything within five feet of it, inflicting 2d4 points of acid damage to victims and possibly their clothing and equipment, or in a 15-foot-long cone, inflicting 4d4 acid damage to everything in the area of effect. In both cases victims must attempt a DC 20 Reflex saving throw; those that make the saving throw will take half damage and their equipment will be unaffected, while those that fail it will take full damage and have their equipment damaged. These save DCs are Constitution-based.

Shoggooze (CR 5): This variant form of Gray Ooze was genetically manipulated by some now-extinct ancient race and used as slaves by it. A Shoggooze is somewhat stronger than others of its kind, having Str 18, and can form its pseudopods into various sorts of weapons and use them to inflict greater than normal damage with them, 1d8+6 plus acid and grab. Such monsters suffer a -4 penalty against attempts to charm or otherwise magically or psionically control them.

Shoggooze, Greater (CR 8): Like the lesser form of Shoggooze, this variant type of Gray Ooze was genetically manipulated by some now-extinct ancient race for use as slave labor. Such monsters are always at least 6 HD and size Large and proportionately stronger as a result, having at least Str 26. They can form their pseudopods into even deadlier sorts of weapons, inflicting a base 1d12 points of damage with their attacks (plus 1.5 times Str bonus, acid, and grab). Greater Shoggoozes can, furthermore, store large rocks within their mass and fire them as projectiles that have a range increment of 50 feet and inflict 1d6 plus Str bonus (e.g., +8 for a Str 26 size Large version).

Such monsters are relatively intelligent, can have up to Int 4, and, being more mentally aware than lesser Shoggoozes, suffer just a -2 penalty against attempts to charm or otherwise magically or psionically control them. Normal varieties can also have up to 9 skill points and be able to perform skill tasks, such as a Craft, forming their pseudopods into whatever tools they might need. They can also acquire appropriate Feats and a typical one will have three of them.

Shocking Ooze [CR 5]: This ooze is essentially a living battery that uses its natural acidity to generate electricity. In combat it therefore inflicts an additional 1d6 damage from electricity rather than from acid when striking opponents in melee or constricting them (metal or wooden weapons striking it, however, are still subject to acid damage as normal). If the creature receives electrical damage that is less than its current hit points it is not harmed and will momentarily store it and on its next turn discharge as a free action a 4d6 lightning bolt out to a range of 120 feet (Reflex save DC 13 for half damage). If it receives electrical damage equal to or greater than its current hit points, however, it will immediately explode, showering acid into each adjacent 5-foot square and inflicting 2d6 acid damage to everything in them (Reflex save DC 18 for half damage).

Slaver Ooze [CR 7]: This ooze is slightly more intelligent than the norm, and also secretes a mind-numbing toxin in its slime. Anytime its acid affects a target, the target must make a Will Save [DC 16] or be subject to a Feeblemind effect, reducing its Int and Cha to 1. Further, it views its ooze attacker as its 'friend' and will fight to protect it. The "feeblemind effect" lasts for 1 minute per HD of the ooze.

Stinking Ooze (CR 7): Reeking of a thousand open graves, this ooze's stench is overpowering. All creatures with a sense of smell within 30 ft. of this ooze are sickened by the odor unless they succeed in a DC 20 Fortitude save. However, all creatures with a sense of smell within 15 ft. of this ooze must make a DC 20 Fortitude saving throw at the beginning of each round or be nauseated for the round.

Strobe Ooze (CR 5): Its gelatinous body containing numberless chromatophores, this ooze releases bursts of intense light when agitated. When struck by a damage-dealing attack or effect, the strobe ooze strobes, and every creature within 15 ft. must attempt a DC 20 Reflex saving throw or be dazzled for 1 round.

Thermal Ooze [CR6]: This variant form of Gray Ooze has a more volatile structure than typical monsters of its kind, is predominantly found in warm swampy areas, and has a mist emanating from it to a height of about a foot off the ground. One effect of this mist is that it makes the ooze itself more difficult than usual to spot, requiring a DC 20 Perception check. The mist also consists largely of gaseous acid and any creatures in the same square or within 5 feet of it will automatically take 1d3 points of damage per round; metal or wooden objects within the mist will suffer 6 points of damage per minute.

Thin Ooze [CR 4]: Thin ooze is able to make itself so thin that it can pass under closed doors or similar small spaces. Add to that the more mobile hunting style of this ooze and, in places where they are present, no one is safe.

Because of its thematic tie-in to this feature, we have posted here the Rod of Slime, one of the magic items that appears in the "old game notebook" from 1989-91 that I recently rediscovered! My desire with items like this one is to approach them in a way that feels different from the norm. I also recall that one of my direct sources of inspiration was the Robert E. Howard short story "The Black Stone."

Assembling Cardstock Miniatures

Assembling Cardstock Miniatures

'Gebb 121 – Slumber Party Casualty'

'Gebb 121 – Slumber Party Casualty'