>>172956Amoebic Crawler
Large Ooze (Extraplanar)
Hit Dice: 4d10+32 (54 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 9 (-1 size), touch 9, flat-footed 9
Base Attack/Grapple: +3/+7
Attack: Tentacle +2 melee (1d6 plus 1d6 acid)
Full Attack: 2 tentacles +2 melee (1d6 plus 1d6 acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Acid, improved grab, vile touch
Special Qualities: Blindsight 60 ft., immunity to electricity, ooze traits, translucent
Saves: Fort +9, Ref +1, Will -4
Abilities: Str 10, Dex 11, Con 26, Int -, Wis 1, Cha 11
Skills:-
Feats:-
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral
Advancement: 5-12 HD (Large); 13-24 HD (Huge)
Level Adjustment:-
A wriggling shape pulses forward, at least 10 feet in length. It is a nauseatingly textured translucent worm whose head gradually narrows into two ominously long, questing tentacles.
Condensed from the hidden marrow of a cerebrotic blot, amoebic crawlers are clots of alien space-time concentrated into awful ravenous, self-propelled motes. Amoebic crawlers partake somewhat of the realm which is ultimately responsible for their existence, and thus exude a palpable dread. An amoebic crawler is 10feet long, although its tentacles can stretch further. It weighs about 1,000 pounds, although much larger specimens are known to exist.
Combat
An amoebic crawler attacks with its lashing tentacles, attempting to grab and slowly strangle helpless foes. Subdued foes are absorbed into the crawlers body in an horrific external digestive process.
Acid (Ex): An amoebic crawlers acid does not harm metal or stone.
Improved Grab (Ex): To use this ability, an amoebic crawler must hit with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it established a hold and deals damage automatically every round (those grappled are affected by its vile touch ability).
Vile Touch (Su): Those grappled by the slimy tentacles of this creature sometimes glimpse images from the Far Realm, and the sight sends them into screaming, explosive convulsions of nausea. Each round a creature remains grappled, it must succeed on a DC 12 Will save or be nauseated for that round.
Translucent (Ex): Amoebic crawlers are hard to see, even under ideal conditions, and it takes a DC 10 Spot check to notice one. Creatures who fail to notice a crawler and walk into it automatically take acid damage.