Another ooze! Stop already Mr. Paizo!
CHOEK
ID Ooze
Huge ooze, unaligned
Armour Class 7
Hit Points 312 (16d8+240)
Speed 20ft.
STR 36 (+13) DEX 5 (-3) CON 38 (+15)
INT 5 (-3) WIS 5 (-3) CHA 5 (-3)
Damage Immunities acid, cold, lighting, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages Gothic; telepathy 120ft (with other ID ooze only).
Challenge 15 (13,000 XP)
Amorphous. Choek can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the ID ooze or hits it with a melee attack while within 5 feet of it takes 18 (4d8) acid damage. Any non-magical weapon made of metal or wood that hits the ID ooze corrodes. After dealing damage, the weapon takes a permanent cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non-magical ammunition made of metal or wood that hits the ID ooze is destroyed after dealing damage. The ID ooze can eat through 2-inch-thick, non magical wood or metal in 1 round .
Transparent. Even when .the cube is in plain sight, it take’s a successful DC 17 Wisdom (Perception) check to spot an ID ooze that has neither moved nor attacked. A creature that tries to enter the Choek’s space while unaware of the ooze is surprised by the cube.
ACTIONS
Multiattack. Choek can make three slam attacks and a confusion ray attack.
Slam. Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Hit: 24 (2d6 +18) bludgeoning damage and 6 (2d6) acid damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and Choek can’t constrict another target. Constricted targets automatically take 24 (2d6 +18) bludgeoning damage and 6 (2d6) acid damage at the start of Choek’s turn. Choek loses one of its slam attacks while constricting a target.
Confusion Ray. Choek targets one creature that it can sense within 120 feet of it. The target must make a DC 17 Intelligence saving throw or become confused as the spell – the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.
TACTICS
During Combat Choek’s spell-like abilities are not particularly potent, but the id ooze still uses quickened confusion each round for the first 3 rounds of combat, resorting to its normal confusion attacks only when desperate and facing foes it can’t engage in melee.
Morale Choek fights to the death, but if its opponents call for a truce at any time, the id ooze relents—it doesn’t hold grudges.
DESCRIPTION
A seemingly mundane puddle, patch of moist stone, or glistening rock is suddenly revealed to be more as a terrible pseudopod lashes out.