Chameleon Goo

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Similar to their cousins the Gelatinous cube, Chameleon Goo hides in its natural environment and awaits unsuspecting victims. They are masters of deception and often match themselves to walls, stalactites and other near by features waiting to drop on their prey.
CR 4 XP 1200
N Large ooze
Init + 0; Senses blindsight 60 ft., Perception - 5
DEFENSE
AC 9, touch 9, flat-footed 9 (-1 size)
hp 80 (6d8+ 48)
Fort + 10, Ref + 2, Will - 3
Immune: critical hits, electricity, flanking, mind-affecting effects, paralysis, poison, polymorph, sleep, sneak attacks, stunning, blunt damage
Weakness: Cold damage
OFFENSE
Speed 10 ft climb 10 ft.
Melee slam + 3  (1d6)
Space 10 ft.; Reach 10 ft.
Special Attacks: acid, engulf, paralysis
STATISTICS
Str 10, Dex 10, Con 26, Int —, Wis 0, Cha 0
Base Atk + 4; CMB + 5; CMD 15 (can’t be tripped)
SQ: blindsight, can’t be tripped, Chameleon, Adhesive hold
Ecology
Environment: underground, swamps, forests
Organization: solitary
Treasure: incidental
SPECIAL ABILITIES
Acid (Ex) A chameleon goo’s acid does not harm metal or stone but dissolves plant mater in seconds.
Adhesive hold: Chameleon goo can hold on to almost any surface even upside down they can cling to ceilings and walls. This is created by suction on the surface and works better with smoother surfaces.
Blindsight (Ex) Range 60 ft.; Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures and must have line of effect to a creature or object to discern that creature or object). This ability operates out to a range specified in the creature description. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn. Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight. Blindsight does not subject a creature to gaze attacks (even though darkvision does). Blinding attacks do not penalize creatures using blindsight. Deafening attacks thwart blindsight if it relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Chameleon: Much like Gelatinous cubes Chameleon goo can be very hard to detect in its natural surroundings. they can camouflage themselves, taking rough forms and textures and changing color. It requires a DC 25 perception to detect one that is unmoving and a DC 20 perception check to detect a moving one.
Can’t Be Tripped (Ex) A creature with this ability cannot be tripped.
Engulf (Ex) Although it moves slowly, a chameleon goo can simply engulf Large or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The chameleon goo merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 13 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned.
Immunity to Critical Hits (Ex) You are never subject to critical hits.
Immunity to Electricity (Ex) You never take electricity damage.
Immunity to Flanking (Ex) You cannot be flanked.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Polymorph (Ex) You are never subject to polymorph effects.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Sneak Attacks (Ex) You do not take additional damage from precision-based attacks, such as sneak attack.
Immunity to Stunning (Ex) You are never subject to stunning.
Immunity to Blunt damage (Ex) You take no damage from blunt or fall damage
Paralysis (Ex) A Chameleon Goo secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The chameleon goo can automatically engulf a paralyzed opponent.
Weakness to Cold damage (Ex) when you take cold damage multiply it by 1.5 x.

Chameleon Goo

The Kingdom of Daytar Leamay KrisW