Index | Playable Races | Monsters (Humanoids | Animals | Beasts | Plants | Fungi | Fey | Dragons | Aberrations | Constructs | Oozes | Undead | Spirits | Elementals | Ethereal | Shadow | Vitality | Void | Dream | Time | Astral | Celestials | Monitors | Fiends)
This page is part of the character sheet for Pathfinder, covering non-playable Ooze creatures.
A broad category of creatures united mostly by being naturally amorphous and lacking specialized body parts, existing as living masses of various substances. Most that aren't masses of protoplasm are liquids or colloids of some sort or another, but gaseous and plasma-based oozes also exist.
To see the tropes for oozes in Starfinder, see Starfinder Oozes.
- Acid Attack: Many oozes have acidic attacks that can quickly degrade flesh and wood, among other materials.
- Blob Monster: All oozes have amorphous, mutable bodies.
- Dumb Muscle: Oozes can get high CRs just like any other monster type, allowing them to duke it out with even the highest level adventurers, but by default they're mindless.
- Monster Organ Trafficking: Fluids harvested from acid-secreting oozes can be used to craft items, potions and alchemical gear related to acid.
Intelligent
- Asteroids Monster: The original, which is why there's still blights today.
- Extra Eyes: Which is to say any eyes at all. Most oozes don't have any, but blights have many, allowing them to see normally in addition to their blindsense.
- Fisher King: Once a year a blight can mark a ten mile diameter area as their cursed domain, granting them various abilities they can use on the environment.
- From a Single Cell: When a blight is destroyed a new blight grows from its cursed terrain, representing them regenerating from residual fragments. This can only be avoided by casting remove curse on the blight's remains.
- God Guise: Blights will pose as emissaries from the gods or even gods themselves when interacting with primitive beings, recruiting them as minions for its murderous campaign.
- Healing Factor: All have fast healing of some degree.
- Home Field Advantage: All blights have a favored terrain they get bonuses in and gain additional bonuses and abilities while within their cursed domain, heavily incentivizing them to let foes come to them.
- Hostile Terraforming: The essence of what blights do — a blight can manipulate and alter the area it claims as its domain, modifying it to transform it into its preferred habitat and to make it as hostile as possible to sapient life.
- No-Sell: To acid, in addition to usual ooze immunities.
- Playing Against Type: Where oozes tend to have low AC due to their liquid nature, blights have a layer of hardened protoplasm to make them tougher. Where oozes are largely unintelligent or primitive in their intelligence, blights are cunning enough to rival dragons. While many oozes have no eyes and poor senses, blights are studded with eyes. In pretty much every area, a blight defies the usual expectations of an ooze.
- Pragmatic Villainy: Despite their hatred of intelligent life, they know certain powerful creatures can be useful as allies and minions and will take steps to recruit them.
- Telepathy: They can telepathically communicate with any intelligent creature in their cursed domain.
- Underground Monkey: Blights come in numerous types adapted to and themed around different environments, and with their magic and abilities specialized for controlling and weaponizing the things found in their specific biomes.
- You Have Outlived Your Usefulness: When a blight has successfully cleansed an area, it will inevitably turn on its allies and minions. Smart enough allies will cut and run when it gets down to the endgame, reaping all the rewards of their alliance but avoiding their eventual wrath.
Desert Blight
Blights adapted to arid environments.
- Combat Tentacles: Their method of melee attack.
- Man Behind the Man: Desert blights like to ally with desert mummies and goad them into leading crusades of undead monsters against cities while the blight itself remains safely away from the conflict, sometimes even dominating necromancers in order to secure a steady influx of undead minions.
- Thirsty Desert: Deserts cursed by a desert blight count as one category hotter during the day and one category colder at night, making them much harsher than normal. More directly they have a dehydration pulse that can damage creatures as it pulls moisture directly from their bodies or destroy sources of water they find.
Mountain Blight
Blight adapted to high altitude environments.
- Batman Can Breathe in Space: Downplayed. A mountain blight is always adapted to high altitude atmosphere and thus never suffers altitude sickness or oxygen deprivation. The same can't be said for others, as a mountain blight's cursed domain always counts as one altitude category higher. A mountain blight can select other creatures to be immune to this, but everyone else gets to make a lovely array of saves against exhaustion and sickness due to the thin air.
- Dishing Out Dirt: Mountain blights can create localized earthquakes, which can be used to start rockslides or cave-ins.
- Evil Virtues: Restraint. Mountain blights aren't nearly as aggressive as other blights and don't seek out centers of civilization. That said, they do still set up shop at well-travelled passes and trails to ensure a steady supply of victims.
- No-Sell: Immune to electricity.
Sewer Blight
Blights adapted to urban environments.
- Acid Attack: They can spray acid that damages both creatures and their equipment. The fact that this ability is an immediate action and has no cooldown makes it easy for a sewer blight to spam this ability every round in addition to their normal attacks and spells.
- Grimy Water: Enforced, as their cursed domain inflicts visitors with nasty diseases.
- Monster Lord: For oozes. Oozes never attack sewer blights and sewer blights can control oozes with dominate monster despite their mindless nature.
- Plague Master: Entering a sewer blight's domain means saving against filth fever, in addition to the penalty to saves against diseases invoked by being in its cursed domain. Not to mention all the nasty viruses crawling around in a medieval sewer to begin with...
- Poison Is Corrosive: Their claw attacks deal extra acid damage.
- Wolverine Claws: Rather than tentacles and slam attacks, they attack with claws formed from hardened protoplasm.
Tundra Blight
Blights adapted to frigid environments.
- An Ice Person: Fittingly for their home environment, they have considerable control over ice and cold. Their attacks deal direct and lingering cold damage, those under the effect of their curses become especially vulnerable to cold (or lose cold immunity if they have it), they move across iced-over surfaces with no difficulty and their presence automatically lowers the temperatures of the areas they claim — already arctic areas under their control become so cold that they're quite literally lethal to be in.
- Evil Is Deathly Cold: They're as evil, hateful and genocidal as any other blight, and they delight in using their icy abilities to spread death and misery.
- Kill It with Ice: Their cursed domain is considered colder than it should be, making it harder to cast fire magic and causing penalties to saves against cold effects.
- Wall Crawl: They can move easily across any icy surface, even if it's vertical.
Swamp Blight
Blights adapted to marshy environments.
- Acid Attack: They can produce and wield acid to attack their foes, delivering it both as projectiles of acidic goo and through stings.
- Night of the Living Mooks: All creatures that die in a swamp blight's cursed domain rise as swamp mummies. They deliberately exploit this, having its mummy minions drag captives back to kill in its domain to bolster their ranks.
- Pest Controller: They can summon and control swarms of insects, and a cloud of biting mosquitoes surrounds a swamp blight at all times.
- Poison Is Corrosive: They can spit globs of acidic poison and their stings inject "toxic acid".
- Swamps Are Evil: Their magic allows them to turn any wetland they settle in into a deathtrap swarming with blood-sucking insects and undead.
Forest Blight
Blights adapted to arboreal environments.
- Combat Tentacles: They can make multiple tentacle attacks every round.
- Enchanted Forest: They inhabit forests, and they specialize in actively turning their woodlands into weapons and deathtraps. In particular, plants with their domain will act like living things and attempt to clutch and grab at intruders, and the blights can control the wildlife of their home forests and set them against trespassers.
- No Ontological Inertia: They can transform people into trees, but this transformation is instantly undone if the blight dies.
- Transflormation: Their claw attacks can slowly transform the flesh of their enemies into immobile wood. If their victims are completely overtaken by this lignification, they fully transform into trees.
- When Trees Attack: A forest blight's domain is often full of plant creatures. To aid them, the blight's cursed domain grants fast healing to all plant creatures within it and boosts any healing they may already have.
- Wolverine Claws: In addition to their tentacle attacks, they attack with claws formed from hardened protoplasm.
Cave Blight
Blights adapted to subterranean environments.
- Atomic Hate: Their cursed area becomes heavily irradiated over time.
- Beneath the Earth: They live in tunnel systems, favoring areas in the Darklands.
- Manipulative Bastard: They're particularly good at convincing aberrations to ally with them.
- Taken for Granite: Their sting attacks slowly inflict Dexterity damage and turn victims to stone.
- You Will Not Evade Me: The radiation of a cave blight's cursed domain interferes with teleportation, preventing quick escapes and providing a defense against anyone who would try to teleport in.
- Puppeteer Parasite: By disguising itself as a wig, animate hair is able to subtly influence the creature that wears it. At first, it merely makes its host more vain, but when the opportunity presents itself, the animate hair compels its host to murder.
- Human Disguise: A newly formed apallie is typically convinced that it is a member of its creator's species, and alters its form to insinuate itself into humanoid settlements.
- Weakened by the Light: Apallies are nocturnal, since any contact with sunlight forces them to return to their true, amorphous forms.
- Brain Monster: A brain ooze resembles almost precisely a human brain, save for the eldritch energy surrounding it and the twin tentacles extending from its sides.
- Brown Note Being: The discordant psychic noise emitted by a brain ooze dazes nearby creatures.
- For the Evulz: Brain oozes see other intelligent beings as nothing more than cattle and playthings to be tormented and consumed.
A variant species of brain ooze that feeds almost exclusively on psychically attuned minds.
- Brain Monster: A cerebric cyst resembles a floating, purple brain with occult sigils glowing on its surface and tentacles made of ectoplasm.
- Body Horror: A victim of the colour is hideously deformed and glows with the same unnamable colour as the creature that blighted it.
- Energy Beings: A colour has no physical body at all.
- Fictional Colour: The colour's glow is unlike any seen in nature.
- Public Domain Character: The colour out of space originated in H. P. Lovecraft's short story "The Colour Out of Space".
- Combat Tentacles: A formless spawn fills an area around it a writhing storm of black tendrils formed from its own amorphous body.
- Perpetually Protean: A formless spawn is capable of assuming any basic shape but incapable of holding that form for long, due to a combination of a physical disinclination to stay in one configuration (doing so causes something akin to nausea) and a mental inability to even comprehend the concept of a fixed form.
- Non-Human Undead: Straddling the line between oozes and undead, gravesludges are primarily made of ectoplasm and grave dirt, and spontaneously arise in areas where a grave is desecrated or near strong haunt activity.
- Emotion Eater: Without easy access to prey, id oozes can subsist in a state of semi-hibernation for centuries while slowly absorbing residual psychic energies in locations that have been host to powerful emotions.
- Psi Blast: Id oozes can blast enemies with raw mental power.
- A God Am I: Retaining vague memories of their previous lives, some immortal ichors set themselves up as godlings.
- Sealed Evil in a Can: Cultists who create immortal ichor typically seal up the sentient ooze in an underground or remote chamber that blocks its magical abilities, but over time these seals break or weaken, freeing the monster.
- Resurrective Immortality: When killed, a mezlan simply discorporates and begin sseeping down into the soil or cracks in the ground. If the material making up a mezlan isn't contained or destroyed by continued energy damage, the mezlan reforms after ten years.
- Shapeshifter Weapon: A mezlan can manipulate its body to mimic a wide array of weaponry wielded by its various forms.
- Walk on Water: A mimic ooze can tread on liquid as if it were firm ground.
- Blue-and-Orange Morality: Mindmoppets have only an academic understanding of good and evil, of ethics, or mortal limitations. They see service to their master's science as the ultimate standard by which they judge their actions or those of others. This can lead to conflict between them and their creator, especially if the master appears lax in their efforts to further their studies. To a mindmoppet, continuous learning is imperative.
- Combat Clairvoyance: Mindmoppets appear to have some ability to see a short distance into the future, allowing them to anticipate the actions of others.
- Magic Eater: Mindmoppets feed on the latent telepathic energy of creatures. Even those with no apparent gift but with an active mind can sustain a mindmoppet for days.
- Omnicidal Maniac: Oblivions seek to unmake the walls of reality and drag all of the cosmos down to its eventual end.
- Revive Kills Zombie: An oblivion is a manifestation of disbelief and decay, and the forces of compassion and creativity are anathema to it. It is vulnerable to positive energy, taking damage as if it were undead.
- Walking Wasteland: Any spaces an oblivion moves through are left fallow and lifeless in its wake. Ground becomes barren, and dead bodies immediately crumble into dust.
- Non-Indicative Name: Despite being called riftcreepers, these creatures are quite agile and swift.
A form of ooze that eagerly seek out novice adventurers or aspiring heroes to share adventures with, protecting their allies by using their ability to flex and crystallize.
- Equippable Ally: A sapphire ooze can transform into armour for their allies to wear.
- Sanity Slippage: If a shipmind isn't recycled in time, it begins to deteriorate and slowly goes insane, serving almost as a sort of living haunt within the decaying ship.
- Anti-Magic: Whenever a spellgorger moves, it becomes surrounded by a disruptive field of magically energised motes that interfere with the spellcasting of other creatures.
- Deflector Shields: A spellgorger is surrounded by a magical shield of energy.
- Magic Eater: Spellgorgers feed on magic, preferably arcane magic.
- Power Parasite: If a spellgorger has engulfed a creature capable of casting spells, it can cast their spells, usually to defend itself from the victim's allies.
First spawned by the primordial godling Nuruu’gal in the lost Azlanti city of Nal-Vashkin, these fiery, parasitic oozes contain a portion of the creature’s essence and foul sentience.
- Demonic Possession: They can't seize control of a body, but the host can choose to give it up. Usually this only happens with unwilling hosts as it promises to relieve the burning pain of its possession if they give up control.
- Logical Weakness: As beings of fire spawned by a primordial fire deity, they're vulnerable to cold damage.
- Metamorphosis Monster: After a tear of Nuruu'gal spends enough years merged with a host, the two may fuse together and explode into a horrible light before catalyzing into a shining child.
- Playing with Fire: They deal fire damage with their attacks complete with the burn ability and have a few fire spells at their disposal.
- The Symbiote: If a tear grapples a humanoid, it can forcibly inhabit their body. A willing host gains access to all the spell-like abilities, spell resistance, telepathy, and fire subtype of the tear, stops aging, loses its need to eat or drink, and has a reduced need for sleep. An unwilling host gains no powers and suffers agonizing pain as it's burned from the inside out.
- Telepathy: They can communicate telepathically and detect thoughts at will.
- Deflector Shields: A thorgothrel with a silver armature is sheathed in a thin layer of shimmering energy. Without this force field, a thorgothrel quickly evaporates in the atmosphere of a planet like Golarion.
- Devolution Device: A thorgothrel can alter a target's genetic structure to induce rapid evolutionary regression. As the target mentally regresses, it also becomes more feral and violent.
- Fusion Dance: When an ochre jelly infiltrates a giant bee or wasp colony and consumes a queen egg, a reaction sometimes occurs between the jelly's fluids and the egg, resulting in a tyrant jelly, an intelligent ooze using an immature insect as a brain.
- Pest Controller: A tyrant jelly can take control of arthropods.
- Eyes Do Not Belong There: A vespergaunt's amorphous mass is full of eyes.
- Mirror Monster: Creatures that look upon a warpglass ooze see a warped reflection of themselves, though there is no evidence the images are founded in reality.
Non-Intelligent
- Shapeshifter Weapon: Adaptive oozes attack by forming pseudopods that strike out at targets and take on characteristics of weapons the oozes have recently been struck by. They can also assimilate different energies, becoming immune to them and reproducing them for a limited time.
- Four-Temperament Ensemble: Alchemical oozes have been differentiated by likening them to the humours said to compose the bodies of living beings. Sanguine oozes are composed of congealed euphoric toxins; phlegmatic oozes of volatile, mind-altering secretions; melancholic oozes of chemical depressants; and choleric oozes of caustic chemicals.
- Chest Burster: When a fungal blight infects an ambulatory plant, the growth inherits some measure of the plant's mobility and eventually hatches into a newborn ambergrim. Most arboreals are as repulsed by an ambergrim infection as any human might be by a parasite. Many attempt to remove the warty growths before they burst open, but this is painful and creates deep, easily infected scars.
Oversized relatives of common microscopic creatures, giant amoebas are usually found in sewers and other damp, dark places.
- Asteroids Monster: Giant amoebas may detach parts of of themselves to form an amoeba swarm, and are known entirely transform into larger swarms at a certain point in their lifecycle or during particularly lean times, the entire thing dissolving into a pile of coin-sized versions of itself.
- Fusion Dance: When hunting is good, an amoeba swarm may coalesce into a single giant amoeba.
- Mega-Microbes: Giant amoebas are quite large, as big as or bigger than a soccer ball. They usually subsist by hunting rats and other small vertebrates, which they are capable of engulfing whole. It's noted in-uinverse to be a highly mutated version of regular amoebas, which are normally microscopic like in real life.
- Healing Factor: Blood oozes made from trolls gain a limited form of regeneration.
- Vampiric Draining: A blood ooze seeks to increase its mass by consuming blood from the living.
Crawling pustules that form spontaneously in areas where many creatures die of disease.
- Color-Coded for Your Convenience: Different kinds of boilborn can mostly be told apart by color — the common variant is red, plagueborn are sickly yellow, blindborn are greenish-gray and slightly luminescent, abyssal boilborn are a mix of bruised blue and bloody red, and infernal boilborn are black.
- Giant Mook: Plagueborn grow much larger and stronger than other boilborn variants.
- Taking You with Me: When a boilborn dies, it bursts in a spray of acidic and leprosy-laced slime.
- Underground Monkey: Several boilborn variants exist, which form in response to different kinds of magical and natural pollution. Abyssal and infernal boilborn come from the Abyss and Hell, respectively, and infect victims with demon fever and devil chills instead of the usual leprosy. Blindborn transmit blinding sickness, and plagueborn spread cackle fever.
- Fusion Dance: Capacitor oozes that encounter others of their kind often merge if left undisturbed.
- Shock and Awe: These living capacitors shock those whom they strike with their slam attack, or who hit them with a natural weapon, unarmed strike, or metal weapon.
- Counter-Attack: Whenever a carnivorous blob takes damage, it reflexively lashes out with a slam attack.
- Eaten Alive: A carnivorous blob cannot eat plant matter or inorganic matter, but it voraciously devours the living flesh of creatures it slams or constricts.
- Crystalline Creature: These creatures are living crystalline formations.
- Taken for Granite: A creature entrapped by a carnivorous crystal's attack eventually crystallises and shatters, and a new carnivorous crystal emerges from the remains.
A chromatic ooze is a rippling, seething substance that shifts through several different colors, but chemical reactions within the ooze can lock its energy and its color into a specific phase for a short time.
- Elemental Powers: When an attempt to combine as many types of elemental effects as possible into a single alchemical substance goes dangerously wrong (as it often does) the result is a combination of terrible elemental power with the mindless destructive power of an ooze.
- Poisonous Person: A chromatic ooze emanates noxious chemicals into the environment.
- Hungry Menace: Crawling slurries hunger to consume anything they can sense.
- Muck Monster: Crawling slurries are almost always byproducts of toxic waste or alchemical runoff into areas with a high concentration of acid and/or magic.
- Death Trap: Deathtrap oozes hunt by ambush by assuming the form of simple mechanical traps. Countless ancient crypts are home to deathtrap oozes lurking patiently in ageless trap form.
- Becoming the Mask: A shapeshifting doppeldrek believes itself to be whatever type of creature it is currently mimicking, and copies the behaviour typical of that type of creature, as far as its intelligence allows.
- Emotion Bomb: An emotion ooze can release a pulse of psychic energy that causes intelligent creatures within 60 feet to be overwhelmed by its attuned emotion.
- An Ice Person: These frozen oozes are cold enough to numb flesh, causing their prey to convulse in a fit of shivers.
- Hoist by His Own Petard: A fuming sludge forms from ignited pools of unstable alchemical runoff, and its first meal is most often its accidental creator.
- Super-Senses: A fuming sludge detects nearby living and undead creatures by their complex chemical compositions, but not creatures composed of a single element, like elementals.
- Chameleon Camouflage: Garden oozes innately change hue to match the ground underneath them, and can be hard to spot.
- Chest Monster: A glimmerhollow turns its home into the image of a massive geode, filled with some of the purest, most exquisite specimens ever seen, and let greed or hunger lure victims in. When the trap is sprung, the crystals that once promised treasure start to lacerate prey to death.
- Genius Loci: A glimmerhollow hunts by moving into a small cavern and spreading itself over the chamber's interior, covering the walls, floor and ceiling, while leaving an opening for prey to enter, and uses consumed minerals to grow a layer of crystals on its inner surface. Once the prey is inside, the glimmerhollow quickly snaps the trap shut.
- Muck Monster: A globster is composed of decaying sea creatures, half-digested and merged into a revolting, reeking heap of blubbery sludge.
- Sea Monster: A globster is made from half-digested parts of sea creatures.
More commonly found in the Mana Wastes, these oozes arise when unstable magic fuses with gunpowder. Their stats can be found in Wardens of the Reborn Forge, ''Bestiary 5]], or online here.
- Made of Explodium: Because of its volatile nature, a gunpowder ooze may explode around open flames or sparks, or when taking fire damage or damage from a ranged firearm attack.
- Cannibalism Superpower: When a hag eye ooze's creator and her coven are destroyed, with no one to feed it, the ooze feeds upon the coven. Through this consumption, the creation gains some semblance of cunning, independent thought and malignancy, transforming into a coven ooze.
- Eye Beams: Each of the hag eyes within a coven ooze can fire a magic ray at a target.
- Eye Spy: A hag creator of a hag eye ooze can see through the embedded hag eye (most of the time one of her own) as if she were looking from the ooze directly, as long as she and the hag eye ooze are on the same plane.
- Big Eater: Each day, a hungry flesh must consume its own weight in food.
- Healing Factor: When cut or pierced, a hungry flesh quickly repairs the damage and creates new fleshy growths.
- Hungry Menace: A hungry flesh is aggressive, lives only to feed and grow, and must consume large amounts of plant and animal matter to sustain itself.
- Fog of Doom: The hungry fog is a form of gaseous ooze infused with negative energy.
- Revive Kills Zombie: While a hungry fog is not an undead creature, it is hurt by positive energy as if it were one.
- Invisible Monsters: A living mirage is a cloud of invisible, shimmering air that seeks to feed on the water and minerals found in living bodies.
- Sticky Situation: A weapon that hits the living tar is stuck to its adhesive mass. Living tars are often filled with bones, fossils and discarded weaponry from adventurers.
- Fantastic Light Source: Luminous oozes can provide beautiful prismatic light, like a magical light show but available for a fraction of the price. As long as they are well fed, luminous oozes accept this treatment.
- Living Lava: They're living pools of molten rock commonly found on the border regions of the Planes of Earth and Fire and volcanic regions of the world.
- Taken for Granite: Water turns them to stone, leaving them unharmed and immobilized until the water is gone.
- Underground Monkey: Certain varieties of magma ooze exist with unique abilities and powers derived from peculiarities in the rock they formed from or the magic that animated them.
- Magma oozes formed from rocks containing toxic minerals or as a result of magical pollution release toxic gases in addition to their usual attacks.
- Mineral-rich rocks can form crystalline magma oozes filled with pockets of gases that erupt violently when the ooze is attacked.
- Evil magic or the influence of the lower planes can create evil brimstone oozes instead of regular magma oozes.
- Starfish Aliens: These creatures are not native to Golarion, and being oozes they certainly aren't humanoid.
- Monstrous Cannibalism: In particularly desolate areas where wildlife is sparse, putrid oozes are drawn to each other and try to consume their own kind.
- One to Million to One: Pyronite oozes have an extremely unstable life cycle and are defined by their ability to continuously explode, splitting into two smaller oozes, and reform themselves.
- Made of Explodium: Made of an incredible gelatinous explosive called pyronite, pyronite oozes constantly and violently explode. While in torpor, unstable chemicals seep from the ooze and form into crystals on its surface, turning them even more explosive than normal.
Radiant essences are created from the spirits of slain celestial beings. While the essences of slain celestials typically return to their planes of origin, some part of their being may long to remain in the material world to continue its crusade against evil. If enough of this lingering essence collects in one place, it may coalesce into a new, mindless form of life striving to continue its former selves' holy missions — a radiant essence.
- Color-Coded for Your Convenience: A radiant essence's color depends on the type of outsiders whose spirits contributed to its creation — fiery red for azatas, bright orange for agathions, golden yellow for archons and silver for angels. As most radiant essences are formed from the mingled essence of multiple types of outsiders, they tend to be some shade of golden orange as a result.
- Light Is Good: As their name suggests, they glow brightly and are one of the few good-aligned species of ooze.
- Power Glows: At a radiant essence's core is a glowing orb containing the collected celestial power that gives it life.
- Monster in the Ice: At low enough temperatures, a rime sludge can freeze solid. Its basic biological processes shut down, and it can survive indefinitely in this frozen state, until thawed. Though rime sludges can't express what the world was like in earlier ages, they occasionally contain important relics of the past.
- Muck Monster: Rime sludges are noxious oozes made of decomposing matter that was magically transformed by strange phenomena. They emit a noxious stink at the slightest hint of warmth.
- Infernal Retaliation: Even the smallest spark or flame can light a roiling oil on fire, allowing it to burn everyone and everything else in the area while being unharmed by the flames.
- Made of Explodium: Roiling oil is both volatile and flammable. Although it is immune to fire and electricity damage, any exposure to either energy type causes a roiling oil to ignite in an explosion.
- Artificial Hybrid: It is theorised that the first rust ooze came to be when some proto-ooze was spilled on a rust monster's antennae. The ooze consumed the antennae and absorbed the rust monster's powers, then consumed all metal instruments in the lab before a frightened attendant hastily washed it down the drain.
- Mooks Ate My Equipment: Rust oozes can turn a party's worth of high-end gear into a pile of rust.
- Acid Attack: A sea scourge can shoot a stream of acidic juices capable of dissolving wood in addition to flesh and bone, making it a particularly dangerous threat to most boats.
- Sea Monster: The sea scourge is known to prey on humanoids both in shallow waters and at sea, even going so far as to board seagoing vessels. On watch at night in warm seas, wise sailors are especially vigilant for the sea scourge.
- Muck Monster: Sewer oozes are amorphous masses of sewage and other detritus, and make their homes in the sewers of large cities.
- Shapeshifter Weapon: A shard slag manipulates its molten metal form to create blade-like protrusions it can extend to attack prey. Due to a shard slag's constantly roiling molten body, the slag blades constantly melt away, only to be replaced each time.
- Chest Burster: 24 hours after death, the host of a skincrawler's skin splits apart into a rash of up to a dozen skincrawlers that then slither away to seek new prey.
- The Symbiote: Skincrawlers are parasitic oozes that attach themselves to living creatures and feed on the fluids of their hosts.
- Seven Deadly Sins: As many sources of raw magic in old Thassilon are steeped in sinful soul energy used by the runelords to enhance their power, they form into a sinsludge, a mucky effluvium that develops into a barely rudimentary consciousness based on the emotion behind the sin.
- Soul Eating: The rancid gluttony consumes souls and leaves bodies behind as undead.
Primordial Envy
- Magic Eater: The primordial envy hungers for magic, leaching it from any source it can come into contact with.
- I'm Melting!: The flesh of those who succumb to the slime mold's fungal rot begins to blacken and decay, running from the body in liquid streams that the slime mold can easily absorb.
- The Symbiote: Each slime mold is covered in a thick garden of fungi. The ooze lacks any ability to digest food, and rely entirely on the symbiotic fungi to break down organic matter. The fungi in turn receive ample food supplies.
- Bigger on the Inside: A slithering pit's inner well functions much like a bag of holding, allowing it to carry more prey than its size would indicate.
- Asteroids Monster: Whenever a string slime would take slashing damage (if it weren't immune) and has at least 10 HP, it splits into two identical slimes.
- Combat Tentacles: String slimes are named for their ability to shoot out expanding ribbons of slime that resemble tangled strings.
- Combination Attack: When two string slimes are in close proximity, one can arc protoplasm to the other, dealing damage to creatures in the line.
- Human Disguise: As long as a portion of a soul remains undigested, a soul slime can adopt the shape and use the vocalisations of that soul. They routinely do this to get close to their prey while hunting.
- Soul Eating: Soul slimes feed on the quintessence contained within souls. Typically, they acquire this quintessence by consuming the living, the undead or souls imprisoned in objects, but can also feed on the quintessence of the Outer Planes and their occupants.
- Slippery Skid: A tallow ooze covers the nearby area in slick grease or soap, which can cause other creatures to slip and fall.
- Quicksand Sucks: Tar oozes begin their existence in tar pits, which make effective traps for living creatures. Magic inherent in a captive creature or carried the dead's magic items remains inside the tar, where it gathers, mixes and slowly energises the tar until it begins to move and seek prey.
- Metal Muncher: Vaultbreaker oozes are driven to feed on and digest precious metals.
- Forced Sleep: The chemicals emitted by a verdurous ooze can put living, non-plant creatures to sleep.
- Festering Fungus: The yeast ooze is a forthing ooze that can spread a disease known as monstrous yeast.