Some real Final Fantasy type shit up in here with this here electric ooze going buck wild in Numeria.
Electricity crackles and arcs from this undulating mass of orange slime.
XP 12,800
N Medium ooze
Init –5; Senses blindsight 120 ft.; Perception –5; Aura osmotic drain (10 ft., DC 25)
DEFENSE
AC 5, touch 5, flat-footed 5 (–5 Dex)
hp 195 (17d8+119)
Fort +12, Ref +0, Will +0
Defensive Abilities electrified; Immune electricity, ooze traits
OFFENSE
Speed 10 ft., climb 10 ft.
Melee slam +18 (2d6+9 plus 4d6 electricity and neurophagic jolt)
Special Attacks neurophagic jolt
STATISTICS
Str 22, Dex 1, Con 24, Int —, Wis 1, Cha 1
Base Atk +12; CMB +18; CMD 23
Skills Climb +14
SQ compression
SPECIAL ABILITIES
Electrified (Ex)
A creature that strikes a capacitor ooze with a natural weapon, unarmed strike, or metal weapon takes 4d6 points of electricity damage. Creatures grappling a capacitor ooze take this damage when initiating the grapple and on each round the grapple is maintained.
Neurophagic Jolt (Ex)
When a capacitor ooze deals electricity damage to a target with its slam attack, the jolt to the target’s neurological system stuns the creature for 1 round (Fortitude DC 25 negates). A second neurophagic jolt to a stunned target sets up a destructive resonance in the target’s brain. This resonance functions like an affliction with the following statistics: save Will DC 25; frequency 1/round for 6 rounds; effect 1d2 Dexterity and 1d2 Intelligence damage; cure 1 save. Neutralize poison does not cure this affliction, but heal, greater restoration, and any effect that removes insanity does. This is a mind-affecting effect. The save DC is Constitution-based.
Osmotic Drain (Ex)
A capacitor ooze drains power from nearby electrical sources. Any creatures within 10 feet of a capacitor ooze carrying at least one device that’s powered by or generates electricity must succeed at a DC 25 Fortitude save or lose 1 charge from a random electrical device. Single-use items are depowered entirely; devices with renewable electrical sources are depowered until they can recharge (in the case of a solar-powered device) or have their electrical function suppressed for 1d4 minutes (in the case of a shock weapon). A given power source can be drained only once per minute. For each electrical device affected by the capacitor ooze’s osmotic drain, the ooze deals an additional 1d6 points of electricity damage the next time it would deal electricity damage to a target, and its speed increases by 30 feet for 1 round. The save DC is Constitution-based.
ECOLOGY
Environment cold deserts or plains
Organization solitary
Treasure none
Created by technologists seeking to devise an organic battery, capacitor oozes escaped captivity and now infest the hinterlands. They find water dangerous and humidity painful, so they gravitate toward arid climes with stable weather.
Capacitor oozes instinctively seek out sources of electricity, consuming them like other creatures would food. Maintaining vigor and growth requires regular consumption of organic material as well. A capacitor ooze that’s denied power or food begins to starve.
Capacitor oozes grow without bound, splitting only from damage or misfortune. Capacitor oozes that encounter others of their kind often merge if left undisturbed, a process that takes 1d4 hours and may result in a giant or advanced ooze. Capacitor oozes that aren’t inclined to merge disperse, as they find disharmonious electrical auras intolerable.
Monsters IN SPACE - Sci-Fi twists on Classic Monsters
Monsters IN SPACE – Sci-Fi twists on Classic Monsters
Even vampirism has evolved alongside growing technologies… “Magick…” he grumbles in a hoarse whisper to himself, “the force we all thought would hamper progress. And here we are, traveling the stars with it.” Letting out a sigh, he pushes his hovering seat away from a messy desk. “If we were truly destined to separate ourselves from magick, the horrible monsters would have been vanquished long…
This eyeless, eel-like beast has a menacing mouth and sharp fins running down its long, black-and-orange body.
XP 51,200
N Huge aberration
Init +1; Senses blindsense 120 ft., darkvision 60 ft.; Perception +16
DEFENSE
AC 28, touch 10, flat-footed 26 (+1 Dex, +1 dodge, +18 natural, –2 size)
hp 253 (22d8+154)
Fort +16, Ref +10, Will +15
Defensive Abilities all-around vision, slippery; Immune acid, electricity, poison; Resist cold 20, fire 20
OFFENSE
Speed 10 ft., swim 50 ft.
Melee bite +25 (3d6+11 plus poison), 2 razor fins +25 (2d6+11/19–20), tail slap +20 (2d8+16 plus bull rush)
Ranged jolt +15 touch (12d6 electricity plus stun)
Space 15 ft., Reach 15 ft.
Special Attacks volatile breath (60-ft. cone, 15d6 fire or confusion, Reflex DC 28 half or Fortitude DC 23 negates, usable every 2d4 rounds)
STATISTICS
Str 33, Dex 13, Con 24, Int 2, Wis 14, Cha 13
Base Atk +16; CMB +29; CMD 41 (can’t be tripped)
Feats Blind-Fight, Critical Focus, Dodge, Great Fortitude, Improved Critical (razor fins), Improved Vital Strike, Lightning Reflexes, Mobility, Spring Attack, Staggering Critical, Vital Strike
Skills Perception +16, Swim +33
SPECIAL ABILITIES
Jolt (Ex)Â A targotha stores electrical potential that it can expend as a ranged touch attack with a range of 240 feet and no range increment. Using this ability within oil or tar reduces its range to 30 feet. A targotha cannot use this ability in water. A jolt deals 12d6 points of electricity damage, and the target is stunned for 1d4 rounds (Fortitude 28 negates the stun effect). It can use this ability once every 1d4+1 rounds, during which the targotha cannot ignite its volatile breath. The save DC is Constitution-based.
Razor Fins (Ex) A targotha’s razor fins threaten a critical hit on a 19 or 20, augmented to 17–20 by its Improved Critical feat.
Slippery (Ex)Â A targotha secretes a thick mucus that allows it to move gracefully through viscous fluids like tar and oil. This mucus dissolves away adhesives (such as sovereign glue, tanglefoot bags, and webs) in 1d4 rounds. Additionally, all combat maneuver checks to grapple a targotha automatically fail. The targotha automatically succeeds at any combat maneuver checks and Escape Artist checks to escape a grapple or a pin.
Tail Slap (Ex) A targotha adds 1-1/2 x its Strength modifier on damage rolls for its tail slap. It can attempt a bull rush combat maneuver against a creature struck by its tail slap as a free action without provoking attacks of opportunity. The targotha can’t move as part of this bull rush.
Volatile Breath (Ex) A targotha can breathe a cone of flammable gas as a breath weapon. As a swift action, it can ignite the gas with its jolt ability. When ignited, the gas explodes, dealing 15d6 points of fire damage in the area of the cone (Reflex DC 28 half). If not ignited, the gas confuses all creatures in the area of effect that breathe it in before the gas dissipates at the start of the targotha’s next turn. This confusion last for 1d4 rounds (Fortitude DC 23 negates). The save DCs are Constitution-based, and the confusion save DC has a –5 racial penalty.
ECOLOGY
Environment any swamp (tar seeps)
Organization solitary, pair, or pack (3–6)
Treasure none
Before the great starship crashed on Golarion, it traveled the stars, collecting all manner of strange specimens. One of the oddest varieties were targothas, which came from a lush planet rich in oil and tar where local fauna evolved to live in that world’s tarry seas.