Chromatic Ooze
Level 18Attacks
Abilities
90 feet. The chromatic ooze emanates noxious chemicals into the environment. A creature that enters the aura or starts its turn within it is Sickened 1 unless it succeeds at a DC 37 fortitude save. Creatures with the scent ability or a particularly heightened sense of smell are Sickened 2, or sickened 1 on a successful Fortitude save. Creatures in the aura can't recover from the sickened condition.
Trigger The chromatic ooze takes acid, cold, electricity, fire, or poison damage Effect The chromatic ooze changes its color based on the triggering damage (to dark green, pale blue, dark blue, red, or light green, respectively) and gains resistance 20 to the triggering damage. If it already had resistance to another damage type from this ability, it loses the resistance to that damage type and gains weakness 20 to it. If it already had weakness to another damage type from this ability, it loses that weakness. After 1 minute, the chromatic ooze returns to its usual rippling, multicolored hue and loses the resistance and weakness from this ability.
A chromatic ooze can sense nearby motion through vibration and air movement.
The ooze's pseudopod Strikes deal an additional 2d10 damage of the same type it resists from its Chromatic Shift ability, if any.
(3d10+13) bludgeoning, DC 40 fortitude The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
The chromatic ooze concentrates its mass into several pseudopods, increasing its reach to 30 feet until the end of its turn. It then Strikes at up to four different creatures within its reach. This counts as two attacks for the ooze's multiple attack penalty, but the penalty doesn't increase until after it makes all the attacks.
Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.
Description
Chromatic oozes result from the worst kind of alchemical mishaps: attempts to combine as many types of elemental damage as possible into a single alchemical substance. Although the source of these alchemical concatenations are as varied as the alchemists who attempt to distill them, one of the most common methods for creating them involves combining the essences of multiple types of chromatic dragons together using eldritch alchemical processes. When this type of experimentation goes dangerously wrong-as it often does-the result is a combination of terrible elemental power with the mindless destructive power of an ooze. 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. Whether a chromatic ooze's destructive urges derive from the frustrated ingenuity of an alchemist creator or from the hunger of the chromatic dragons that so often constitute these oozes' forms, the best way to deal with a chromatic ooze is to stay out of its way.