CREATURE 4
Perception +6; motion sense 60 feet, no vision
Skills Athletics +11
Str +3 Dex -5 Con +3 Int -5 Wis +0 Cha +1
Motion Sense A luminous ooze can sense nearby motion through vibration and air movement.
AC 11; Fort +11, Ref +3, Will +6
HP 80; Immunities electricity, mental, precision, critical hits
Bedazzling (aura, light, visual) 5 feet. A luminous ooze constantly sheds distracting multicolored light. A creature that ends its turn within the aura must attempt a DC 21 Fortitude save or become dazzled until the end of its next turn. On a critical failure, it instead becomes blinded until the end of its next turn.
Lightning Catcher Whenever the luminous ooze's electricity immunity prevents it from taking damage, it gains 8 temporary HP. Until the end of its next turn, the luminous ooze's pseudopod Strike deals an additional 1d6 points of electricity damage.
Speed 25 feet, climb 15 feet
Melee pseudopod +13, Damage 2d8+5 bludgeoning
Light Up (light, visual) The ooze glows with blinding brightness. All creatures within a 30-foot emanation must attempt a DC 21 Fortitude save. Critical Success The creature is unaffected.Success The creature is dazzled until the end of its next turn.Failure The creature is blinded until the end of its next turn.
Extinction Curse #1: The Show Must Go On, page 85.
Open Luminous Ooze in the interactive creatures list or browse all creatures starting with L.