Sand Ooze: Difference between revisions

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(Created page with "{{Template:Monster <!-- Version 3.02 --> | CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | CR | 20 <!-- Value: integer between 1 and 40. --> }}</onlyinclude> | Min-CR = 6 | Max-CR = 40 <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine. Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. --> | MonsterName=<onlyinclude>{{#ifeq:{{{transclu...")
 
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Sand oozes are horrible things that seem to have a malevolence far beyond other oozes, as they are mostly formed of sharp, gritty sand. In the proper terrain, a sand ooze is nearly impossible to spot before it grabs you, as they will lie in wait, looking like a pile of sand, and then bite you. Hitting a massive pile of soft sand with a sword isn't much use, either.
| Description | Sand oozes are horrible things that seem to have a malevolence far beyond other oozes, as they are mostly formed of sharp, gritty, wet sand. In the proper terrain, a sand ooze is nearly impossible to spot before it grabs you, as they will lie in wait, looking like a pile of sand, and then bite you. Hitting a massive pile of soft, wet sand with a sword isn't much use, either.


Once activated, or while moving around, sand oozes look like gigantic decapitated heads with numerous eye holes and truly massive mouths filled with horrid 'teeth'. Their appearance is so terrifying many ciphers and sages have speculated they are intelligent, and doing it on purpose, or were designed by some malign intelligence in the far past to be deliberately scary.
Once activated, or while moving around, sand oozes 'inflate' into their battle form, looking like gigantic, slimy, decapitated heads with numerous eye holes and truly massive mouths filled with horrid 'teeth' running with ichor. Their appearance is so terrifying many ciphers and sages have speculated they are intelligent, and doing it on purpose, or were designed by some malign intelligence in the far past to be deliberately scary.


Sand oozes love to 'swallow' enemies and grind them up, or will spit massive piles of damp sand all over the battlefield, or both. They can glide through the earth to ignore their own extrusions during a battle, which are generally horrible in the extreme.
Sand oozes love to 'swallow' enemies and grind them up, or will spit massive piles of damp sand all over the battlefield, or both. They can glide through the earth to ignore their own extrusions during a battle, which are generally horrible in the extreme.
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| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Large
| Size | {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = Large|1 =Large |2 = Large |3 = Large |4 = Large |5 = Huge |6 = Huge |7 = Huge |8 = Huge}}
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
   <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
   }}</onlyinclude>
   }}</onlyinclude>
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         Default value is 10+ on a d20 -->
         Default value is 10+ on a d20 -->


| Ambush-Chance-Notes = Sand Oozes in the right environment (sandy deserts, beaches, etc) have a +4 circumstance bonus on their Ambush Chamce, at the GM's discretion.
| Ambush-Chance-Notes = Sand Oozes in the right environment (sandy deserts, beaches, etc) have a +4 circumstance bonus on their Ambush Chance roll, at the GM's discretion.
   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->


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| Sense-Keen-Hearing-Range =  
| Sense-Keen-Hearing-Range =  
| Sense-Precise-Hearing-Range =  
| Sense-Precise-Hearing-Range =  
| Sense-Echolocation-Range = 60
| Sense-Echolocation-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 = 30 |2 = 40 |3 = 60 |4 = 60 |5 = 80 |6 = 80 |7 = 100 |8 = 100}}
| Sense-Scent-Range =  
| Sense-Scent-Range =  
| Sense-Keen-Scent-Range =  
| Sense-Keen-Scent-Range =  
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| Senses-Custom-Text =  
| Senses-Custom-Text =  


| NudgePerception =  
| NudgePerception = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = -1|1 = -1 |2 =  |3 = |4 = 1 |5 = 1 |6 = 2 |7 = 3 |8 = 3}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC =  
| NudgeAC = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = -1|2 = -1 |3 = -1 |4 = |5 = 1 |6 = 2 |7 = 3 |8 = 3}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


| SpecialDefenses = Hardened against all types of Physical damage.
| SpecialDefenses = '''''Hardened (½ damage)''''' against all types of Physical damage.
   <!-- Put any DR or ER values here -->
   <!-- Put any DR or ER values here -->


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   <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
   <!-- Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


| WeakAgainst = Vulnerable to Cold, Stilling, and Freezeacid
| WeakAgainst = '''''Vulnerable (1.5x damage)''''' to Cold, Stilling, and Freezeacid
   <!-- Put any 'vulnerable' or 'defenseless' values here;
   <!-- Put any 'vulnerable' or 'defenseless' values here;
         vulnerabilities based on type (e.g. Vermin) are automatically added
         vulnerabilities based on type (e.g. Vermin) are automatically added
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   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
         if they don't have that movement type, leave it blank                    -->
         if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = 40
| Move-Type-Walk-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 = 30 |2 = 40 |3 = 40 |4 = 60 |5 = 60 |6 = 100 |7 = 150 |8 = 200}}
| Move-Type-Burrowing-Speed =  
| Move-Type-Burrowing-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Earth-Glide-Speed = 20
| Move-Type-Earth-Glide-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 10|1 = 10 |2 = 20 |3 = 20 |4 = 30 |5 = 30 |6 = 40 |7 = 40 |8 = 50}}
| Move-Type-Lesser-Climb-Speed =  
| Move-Type-Lesser-Climb-Speed =  
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Greater-Climb-Speed =  
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   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 =  |3 = |4 = |5 = 1 |6 = 2 |7 = 3 |8 = 3}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 =  |3 = |4 = |5 = 1 |6 = 2 |7 = 3 |8 = 3}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSecDamage =  
| NudgeSecDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 =  |3 = |4 = |5 = 1 |6 = 2 |7 = 3 |8 = 3}}
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-SecDamage =  
| NudgeFullAtk-SecDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = |4 = |5 = 1 |6 = 2 |7 = 3 |8 = 3}}
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


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   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 =  |3 = |4 = |5 = 1 |6 = 2 |7 = 3 |8 = 3}}
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


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   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->


| Nudge-Maneuver-Defense =  
| Nudge-Maneuver-Defense = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 =  |3 = |4 = |5 = 1 |6 = 2 |7 = 3 |8 = 3}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Skill1Notes = If in an appropriate terrain (sandy desert, beaach, etc) gains a +4 circustance bonus to Stealth rolls
| Skill1Notes = If in an appropriate terrain (sandy desert, beaach, etc) gains a +4 circumstance bonus to Stealth rolls
| Skill2Notes =  
| Skill2Notes =  
| Skill3Notes =  
| Skill3Notes =  
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = While a Sand Ooze has one or more creatures captured and pinned via Abrasive Gorge, it may choose, as a standard action, to attempt to gring and gnaw them into particles. Like any standard action, this may be performed as the first attack of a full attack action, although Sand Oozes often combine Scouring Ingurgitation with a move action, seeking to get close to a fresh victim while 'chewing' on one or more capruted victims. All creatures suffering the Pinned condition inside this ooze suffers {{Special-Standard-Dmg}} points of {{dmg|abrasion}} damage. There is no save against this damage, but damage resistance applies.
| Ability-2-Description = While a Sand Ooze has one or more creatures captured and pinned via Abrasive Gorge, it may choose, as a standard action, to attempt to gring and gnaw them into particles. Like any standard action, this may be performed as the first attack of a full attack action, although Sand Oozes often combine Scouring Ingurgitation with a move action, seeking to get close to a fresh victim while 'chewing' on one or more capruted victims. All creatures suffering the Pinned condition inside this ooze suffers {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = {{Special-Swift-Dmg}} |1 = {{Special-Swift-Dmg}} |2 = {{Special-Swift-Dmg}} |3 = {{Special-Standard-Dmg}} |4 = {{Special-Standard-Dmg}} |5 = {{Special-Standard-Dmg}} |6 = {{Special-Alpha-Dmg}} |7 = {{Special-Alpha-Dmg}} |8 = {{Special-Alpha-Dmg}}}} points of {{dmg|abrasion}} damage. There is no save against this damage, but damage resistance applies.


   <!-- Replace any to-hit, damage or save DC numbers with variables:
   <!-- Replace any to-hit, damage or save DC numbers with variables:
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = Upon a succesful Sandy Slam, all struck foes gain vulnerable to Abrasion damage.  Ouch. This vulnerability persists until the end of the combat, and affected creatures can get the sand out of all their...crevices.
| Ability-3-Description = Upon a successful Sandy Slam, all struck foes gain Vulnerable (x1.5 times damage) to Abrasion damage.  Ouch. This vulnerability persists until the end of the combat, and affected creatures can get the sand out of all their...crevices.


   <!-- Replace any to-hit, damage or save DC numbers with variables:
   <!-- Replace any to-hit, damage or save DC numbers with variables:
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description = Any time a Sand Ooze strikes a foe with a successful Sand Blast attack, the space that foe occupies is converted to Impeded Terrain. Note that this has little effect upon the victim, as leaving Impeded squares has no cost, and the Sand Ooze itself can Earth Glide below any such impeded terrain and ignore it. Others on the battlefield, however, can quickly find the terrain becoming extremely hard to navigate, especially when you realize that if a square is inflicted with Gritty Mess in two different rounds, all doubly-affected squares become Blocked terrain.  
| Ability-4-Description = Any time a Sand Ooze strikes a foe with a successful Sand Blast attack, the space that foe occupies is converted to [[Impeded Terrain]]. Note that this has little effect upon the victim, as leaving Impeded squares has no cost, and the Sand Ooze itself can Earth Glide below any such impeded terrain and ignore it. Others on the battlefield, however, can quickly find the terrain becoming extremely hard to navigate, especially when you realize that if a square is inflicted with Gritty Mess in two different rounds, all doubly-affected squares become Blocked terrain.  


   <!-- Replace any to-hit, damage or save DC numbers with variables:
   <!-- Replace any to-hit, damage or save DC numbers with variables:
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<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Sand oozes are mindless, which is a saving grace indeed. They will typically lie in wait in sandy terrain, using their incredible Ambush abilities. They will prefer to use their Abrasive Maw and Sandy Slam attacks, hoping to 'swallow' and pin foes with Abrasive Gorge, and if they hit with Sandy Slam, they cause foes to be Vulnerable against their most common damage type, abrasion. This combo, biting and smashing, is plenty to end most melee battles.  
| CombatTactics = Sand Oozes, despite their appearance of huge eyes, are completely blind and have no sense of smell.  Instead, what look like eyes are holes, that lead to dozens of 'ear-like' structures that work on the hiss of and crunch of sand or dirt. As a result, Sand oozes are often found in the complete dark, as they cannot tell if there is light or not.
 
Sand oozes, despite their malevolent appearance, are mindless, which is a saving grace indeed. They will typically lie in wait in sandy terrain, using their incredible Ambush abilities. They will prefer to use their Abrasive Maw and Sandy Slam attacks, hoping to 'swallow' and pin foes with Abrasive Gorge, and if they hit with Sandy Slam, they cause foes to be Vulnerable against their most common damage type, abrasion. This combo, biting and smashing, is plenty to end most melee battles.  


If a Sand Ooze has no melee target, and it has somebody pinned with Abrasive Gorge, then it will use Scouring Ingurgitation on its pinned victim(s) and move to attack. If it cannot readily reach (single move) to another melee target, it will instead use Scouring Ingurgitation on its pinned victim(s) and use Sand Blast on the closest ranged foe, rolling at random if there's more than one. If there are no melee targets within a single move and it does NOT have a foe in Abrasive Gorge, then it will make a full attack with Sand Blast, targetting with their echolocation, which ignores conventional line of sight rules.
If a Sand Ooze has no melee target, and it has somebody pinned with Abrasive Gorge, then it will use Scouring Ingurgitation on its pinned victim(s) and move to attack. If it cannot readily reach (single move) to another melee target, it will instead use Scouring Ingurgitation on its pinned victim(s) and use Sand Blast on the closest ranged foe, rolling at random if there's more than one. If there are no melee targets within a single move and it does NOT have a foe in Abrasive Gorge, then it will make a full attack with Sand Blast, targetting with their echolocation, which ignores conventional line of sight rules.


While using Sand Blast, their Gritty Mess power will QUICKLY make the battlefield a nigh-impassable mess of sandstone-like excresences, which affects them not at all with their echo-location and Earth Glide abilities. They will then move fearlessly to the attack. Once combat has begun, a Sand Ooze will never retreat unless at least one enemy has died while  
While using Sand Blast, their Gritty Mess power will QUICKLY make the battlefield a nigh-impassable mess of sandstone-like excresences, which affects them not at all with their echo-location and Earth Glide abilities. They will then move fearlessly to the attack. Once combat has begun, a Sand Ooze will never retreat unless at least one enemy has died while pinned within their grasp, satisfying whatever 'hunger' they possess. If they have killed a foe, and are bloodied, they will seek to flee combat immediately.




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<!--  OUT OF COMBAT  -->
<!--  OUT OF COMBAT  -->


| OutOfCombat = Despite their appearance, Sand Oozes are mindless hazards that can be found almost anywhere. Indeed, since they are susceptible to freezing, it is possible to find Sand Oozes frozen solid and incorporated into buildings in the most unlikely of places, where they make great surprises for unwanted guests. oozes are mindless, so intelligent monsters can incorporate them into their dungeon decorating in millions of ways. Much like other oozes, sand oozes are often used as traps and hazards.
| OutOfCombat = Despite their appearance, Sand Oozes are mindless hazards that can be found almost anywhere. Indeed, since they are susceptible to freezing, it is possible to find Sand Oozes frozen solid and incorporated into buildings in the most unlikely of places, where they make great surprises for unwanted guests. Oozes are mindless, so intelligent monsters can incorporate them into their dungeon decorating in millions of ways. Much like other oozes, Sand Oozes are often used as traps and hazards.





Latest revision as of 18:14, 6 April 2024

Sand Ooze (CR 20)

Neutral - Large - Ooze
Lore: K. (Dungeoneer)
40 55
Basic DC Full DC
Initiative
Initiative Icon 2.png
33
Perception:
44 +34
Passive Active
Ambush:
6+
on a d20
  • Ambush Notes: Sand Oozes in the right environment (sandy deserts, beaches, etc) have a +4 circumstance bonus on their Ambush Chance roll, at the GM's discretion.

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
45
Man Def
Shield Icon 3.png
45
Monster Health
1,018 509 38
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +22
Refl: +17
Will: +17

Strong Against:

  • Hardened (½ damage) against all types of Physical damage.
  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
  • (Ooze 1) Immune (no effect): gaze attacks, visual effects, illusions, and other attack forms that rely on sight
  • (Ooze 2) Immune (no effect): poisons (tainted, poisoned, blighted), magical sleep (drowsy, sluggish, asleep), paralyzed, stunned, polymorph
  • (Ooze 3) Immune (no effect): flanking, prone (quelled, prone, splayed]])
  • (Ooze 4) Hardened (½ damage): critical hits, precision damage

Weak Against:

  • Vulnerable (1.5x damage) to Cold, Stilling, and Freezeacid

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+29
Sword Icon 3.png
Man Off
+33
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Abrasive Maw +29 (4d10+36/x2)
    as abrasion (physical, uncommon)
    plus Abrasive Gorge

Full Attack (Melee):

  • 1x Abrasive Maw +29 (4d10+36/x2)
    as abrasion (physical, uncommon)
    plus Abrasive Gorge
  • 2x Sandy Slam +29 (4d6+15/x2)
    as abrasion (physical, uncommon)
    plus Abraded

Standard Attack (Ranged):

  • 1x Sand Blast +29 (4d10+36/x2)
    as abrasion (physical, uncommon)
    (Increment: 100 ft.; Max Range: 500 ft.)
    plus Gritty Mess

Full Attack (Ranged):

  • 3x Sand Blast +29 (4d10+36/x2)
    as abrasion (physical, uncommon)
    (Increment: 100 ft.; Max Range: 500 ft.)
    plus Gritty Mess

Siege Damage:

  • 1x Shifting Foundations +33 (2d6)

Statistics

32
STR
16
DEX
36
CON
INT
6
WIS
6
CHA

Skills:

  • Perception: 34
  • Stealth: 33 (If in an appropriate terrain (sandy desert, beaach, etc) gains a +4 circumstance bonus to Stealth rolls)
  • All other skills: 28 (no ranks)

Languages:

Feats:

Special Abilities

Abrasive Gorge (Ex) On successful Sandy Maw attack, plus see below.

Abrasive Gorge is activated anytime the Sand Ooze makes a successful bite attack. In addition, once per encounter as part of a move action, a Sand Ooze may move over and engulf any Large or smaller creatures in its path. Once per encounter, the Sand Ooze may engulf one or more foes as part of their move action, a power made very dangerous due to their ability to Earth Glide merely has to move over the opponents, affecting as many as it can cover.

Regardless if they are struck by a bite or swept under by movement, victims can attempt a DC 30 Reflex save to avoid being engulfed by Abrasive Gorge. On a success, they are pushed back or aside (victim's choice) as the mound moves forward (this is forced movement).

Engulfed creatures gain the Pinned condition, and are trapped within the Sandy Ooze until they escape (see the rules for escaping a Pin at the condition link) or the Ooze is slain.

At the beginning of each of the Sandy Ooze's turns after a creature is engulfed, each engulfed creature takes 4d8+25 points of abrasion (physical, uncommon) damage. Up to four living medium (or smaller) creatures or one large living creature may be Gorged at any time. Creatures that are engulfed do not have line of sight or line of effect out of the Ooze.

Creatures that are slain no longer occupy space within the Ooze, allowing more creatures to be entombed by Abrasive Gorge.

Scouring Ingurgitation (Ex) Standard Action

While a Sand Ooze has one or more creatures captured and pinned via Abrasive Gorge, it may choose, as a standard action, to attempt to gring and gnaw them into particles. Like any standard action, this may be performed as the first attack of a full attack action, although Sand Oozes often combine Scouring Ingurgitation with a move action, seeking to get close to a fresh victim while 'chewing' on one or more capruted victims. All creatures suffering the Pinned condition inside this ooze suffers 4d8+25 points of abrasion (physical, uncommon) damage. There is no save against this damage, but damage resistance applies.

Abraded (Su) Successful Sandy Slam attack

Upon a successful Sandy Slam, all struck foes gain Vulnerable (x1.5 times damage) to Abrasion damage. Ouch. This vulnerability persists until the end of the combat, and affected creatures can get the sand out of all their...crevices.

Gritty Mess (Sp) Successful Sand Blast attack

Any time a Sand Ooze strikes a foe with a successful Sand Blast attack, the space that foe occupies is converted to Impeded Terrain. Note that this has little effect upon the victim, as leaving Impeded squares has no cost, and the Sand Ooze itself can Earth Glide below any such impeded terrain and ignore it. Others on the battlefield, however, can quickly find the terrain becoming extremely hard to navigate, especially when you realize that if a square is inflicted with Gritty Mess in two different rounds, all doubly-affected squares become Blocked terrain.

Sand Ooze

Sand Ooze

Sand oozes are horrible things that seem to have a malevolence far beyond other oozes, as they are mostly formed of sharp, gritty, wet sand. In the proper terrain, a sand ooze is nearly impossible to spot before it grabs you, as they will lie in wait, looking like a pile of sand, and then bite you. Hitting a massive pile of soft, wet sand with a sword isn't much use, either.

Once activated, or while moving around, sand oozes 'inflate' into their battle form, looking like gigantic, slimy, decapitated heads with numerous eye holes and truly massive mouths filled with horrid 'teeth' running with ichor. Their appearance is so terrifying many ciphers and sages have speculated they are intelligent, and doing it on purpose, or were designed by some malign intelligence in the far past to be deliberately scary.

Sand oozes love to 'swallow' enemies and grind them up, or will spit massive piles of damp sand all over the battlefield, or both. They can glide through the earth to ignore their own extrusions during a battle, which are generally horrible in the extreme.

Combat Tactics

Sand Oozes, despite their appearance of huge eyes, are completely blind and have no sense of smell. Instead, what look like eyes are holes, that lead to dozens of 'ear-like' structures that work on the hiss of and crunch of sand or dirt. As a result, Sand oozes are often found in the complete dark, as they cannot tell if there is light or not.

Sand oozes, despite their malevolent appearance, are mindless, which is a saving grace indeed. They will typically lie in wait in sandy terrain, using their incredible Ambush abilities. They will prefer to use their Abrasive Maw and Sandy Slam attacks, hoping to 'swallow' and pin foes with Abrasive Gorge, and if they hit with Sandy Slam, they cause foes to be Vulnerable against their most common damage type, abrasion. This combo, biting and smashing, is plenty to end most melee battles.

If a Sand Ooze has no melee target, and it has somebody pinned with Abrasive Gorge, then it will use Scouring Ingurgitation on its pinned victim(s) and move to attack. If it cannot readily reach (single move) to another melee target, it will instead use Scouring Ingurgitation on its pinned victim(s) and use Sand Blast on the closest ranged foe, rolling at random if there's more than one. If there are no melee targets within a single move and it does NOT have a foe in Abrasive Gorge, then it will make a full attack with Sand Blast, targetting with their echolocation, which ignores conventional line of sight rules.

While using Sand Blast, their Gritty Mess power will QUICKLY make the battlefield a nigh-impassable mess of sandstone-like excresences, which affects them not at all with their echo-location and Earth Glide abilities. They will then move fearlessly to the attack. Once combat has begun, a Sand Ooze will never retreat unless at least one enemy has died while pinned within their grasp, satisfying whatever 'hunger' they possess. If they have killed a foe, and are bloodied, they will seek to flee combat immediately.

Out of Combat

Despite their appearance, Sand Oozes are mindless hazards that can be found almost anywhere. Indeed, since they are susceptible to freezing, it is possible to find Sand Oozes frozen solid and incorporated into buildings in the most unlikely of places, where they make great surprises for unwanted guests. Oozes are mindless, so intelligent monsters can incorporate them into their dungeon decorating in millions of ways. Much like other oozes, Sand Oozes are often used as traps and hazards.

Rewards

XP: 307,200

Treasure: Sellable Goods worth 119,667 gp.

Weight: 200 lbs.     Volume: 8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)