I hope the terrorooze brings plenty of frights. See you tomorrow with another monster! I may eventually have a benign critter before the end of the month. No promises, though.
A massive spider wriggles at the tail end of this equal massive viper; the center of the snake is gelatinous and unformed.
Terrorooze CR 17
NE Huge ooze
Init +2; Senses Perception +22
AC 26, touch 10, flat-footed 24 (+2 Dex, +16 natural, –2 size)
hp 325 (26d8+208); regeneration 10 (silver weapons)
Fort +16, Ref +10, Will +11
Defensive Abilities amorphous, split (silver weapons, 30 hp); DR 10/silver; Immune ooze traits
Speed 30 ft.
Melee 2 slams +29 (3d6+22 plus fearful strike and grab)
Space 15 ft.; Reach 20 ft.
Special Attacks constrict (3d6+22), dual attack, powerful pseudopods
Spell-Like Abilities (CL 26th; concentration +32)
Constant—detect thoughts (DC 18)
At will—weird (DC 25, grappled opponents only)
Str 33, Dex 14, Con 27, Int 7, Wis 16, Cha 22
Base Atk +19; CMB +32 (+36 grapple); CMD 44 (can't be tripped)
Feats Combat Reflexes, Dazzling Display, Disheartening Display[ACG], Greater Vital Strike, Improved Visceral Threat, Improved Vital Strike, Intimidating Prowess, Power Attack, Shatter Defenses, Skill Focus (Perception), Stunning Assault[APG], Visceral Threat[MC], Vital Strike, Weapon Focus (slam)
Skills Intimidate +30, Perception +22
SQ camouflage, compression
Environment any underground
Organization solitary, pair, or horror show (3–8)
Camouflage (Ex) A terrorooze at rest looks like the surrounding ground. A DC 30 Perception check is required to notice the ooze before it attacks for the first time. Anyone with ranks in Knowledge (dungeoneering) can use that skill instead of Perception to notice the ooze.
Dual Attack (Ex) The two ends of a terrorooze operate independently of each other. It can use a standard action to attack with its slam attacks or to maintain grapples. It does not take a –20 penalty on its CMB checks to make and maintain grapples to avoid gaining the grappled condition unless it has grappled two creatures.
Fearful Strike (Ex) When a terrorooze strikes a creature it has successfully used detect thoughts on, it receives a free Intimidate check to demoralize the creature.
Powerful Pseudopods (Ex) A terrorooze adds twice its Strength bonus to its slam attacks and constrict special attack.
Regeneration (Ex) If a terrorooze splits, both halves resume regenerating when it can begin healing again (due to a silver weapon strike suppressing its regeneration). The ooze’s halves can regenerate hit points up to the ooze’s original maximum hit points.
Weird (Sp) Instead of maintaining a grapple (or multiple grapples), a terrorooze can use its weird spell-like ability on any creatures it begins its turn grappling. If the ooze did not successfully use its detect thoughts spell-like ability against a target, the target receives a +4 circumstance bonus on its initial Will save against weird.
When a horrifying event claims multiple lives, the fear infuses the very blood of the dying creatures. In most cases, such an event spawns undead creatures, but, rarely, the terror-filled blood congeals into an ooze that seeks to inflict terror on other creatures. Terroroozes lie in wait for potential victims and scan their minds to find the things that frighten them the most. They reconfigure themselves to mimic those terrifying images and threaten them with their greatest fears. When the oozes have victims in their grasp, they intensify the feeling of dread, potentially killing their victims outright.
Barbarian tribes aware of the existence of terroroozes use the creatures as a bizarre rite of passage in the belief that mastering the fears manifested by the oozes will make them immune to fear for the rest of their lives.
Improved Visceral Threat (Combat)
Your frightfulness causes a more instant hesitation.
Prerequisite: Intimidating Prowess, Visceral Threat[MC].
Benefit: You can make an Intimidate check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.