glacial ooze

At first glance what appears to be a snow bank or mound of snow reveals itself to be a sentient creature formed of snow and ice.


CR 6
XP 2400

N large ooze (cold)
Init -5; Senses blindsight 60ft.; Perception -5

AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size)
hp 69 (6d8 + 42)
Fort +9, Ref -3, Will -3
Dmg Reduction 5/bludgeoning
Immune cold, ooze traits
Weakness vulnerable to fire

Speed 20 ft., swim 20 ft.
Melee slam +5 (2d4 +3 (plus 1d6 cold)
Space 10 ft Reach 5 ft.
Special attacks cold, engulf (DC15 1d6 cold plus freezing embrace), freeze

Str 15, Dex 1, Con 24, Int -, Wis 1, Cha 1
Base Atk +4; CMB +7; CMD 12 (can’t be tripped)
Skills: Swim +10
SQ transparent

Special Abilities
Cold (Ex) A glacial ooze’s form is extremely cold, dealing 1d6 cold damage with its slam attack. Creatures attacking a glacial ooze unarmed or with natural weapons take this cold damage each time one of their attacks hits.

Transparent (Ex) A glacial ooze is hard to identify, even under ideal conditions, and it takes a DC 20 Perception check to notice one. Creatures who fail to notice a glacial ooze and walk into it are automatically engulfed.

Engulf (Ex)
The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed — on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based.

Freezing Embrace (Ex) As a free action, a glacial ooze can encase an engulfed opponent in ice. An encased creature takes 2d4 points of cold damage each round. An encased creature can break free of the ice by making a successful DC 19 Strength check. The ice is AC 10, hardness 0, and has 10 hit points per 5-foot section. A frozen creature cannot use a weapon to break free even if it was holding it when it was frozen. Spells with verbal, material, or somatic components cannot be cast by a creature encased in ice. The check DC is Strength-based and includes a +4 racial bonus.

Freeze (Ex)
The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.


glacial ooze

Reign of Winter Mortis