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Omshirim

by Jamie Baty

SCMC
Large Ooze
Hit Dice: 10d10+70 (125 hp)
Initiative: -5 (-5 Dex)
Speed: 40 ft. (8 squares)
Armour Class: 20 (-1 size, -5 Dex, +16 natural), touch 4, flat-footed 20
Base Attack/Grapple: +7/+16
Attack: Slam +11 melee (1d6 + 5 plus 1d6 acid)
Full Attack: 2 Slam +11 melee (1d6 + 5 plus 1d6 acid)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Acid, improved grab, great leap, suffocation
Special Qualities: Blindsight 60ft, damage reduction 15/wood, fire resistance 15, immunity to electricity, ooze traits, vein of ore
Saves: Fort +10, Ref -2, Will -2
Abilities: Str 20, Dex 1, Con 24, Int -, Wis 1, Cha 1
Skills: ---
Feats: ---
Environment: Any underground
Organisation: Solitary
Challenge Rating: 11
Treasure: Unprocessed precious metal ore equal to Double Standard coins
Alignment: Always neutral
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: -

Omshirims look like veins of gold, platinum, silver, or other precious metal embedded in rock. The omshirim is the result of a Herathian magical experiment gone awry. The original goal of the experiment was to infuse quicksilver into a lurker to speed it up and make it more adaptable and "decorative." The experiment succeeded in these things. However, the creature displayed unforeseen adaptability, escaped, and multiplied in the caves under Herath, much to the chagrin of the mages who developed it.
Omshirims are solitary creatures, often found near deposits of valuable metals.
An omshirim's body is extremely malleable, and it may contort its body in a variety of shapes and may compress its body to fit into cracks as small as 1 inch wide.

Combat
When an omshirim senses prey, it leaps out of its hiding place and attacks. It will always try to grapple a foe, and envelope them in the process- this invariably will cause the victim to suffocate.

Acid (Ex): An omshirim secretes a digestive acid that damages living tissue and quickly dissolves metal, but not stone. Any melee hit deals acid damage. Armour dissolves and becomes useless immediately unless it succeeds on a DC 21 Reflex save. A metal weapon that strikes an omshirim also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.
The omshirim's acidic touch deals 21 points of damage per round to metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Improved Grab (Ex): To use this ability, an omshirim must hit with both of its slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the grapple is successful, the omshirim maintains a hold on the creature and can inflict slam damage automatically each round and may suffocate the victim.

Great Leap (Ex): An omshirim can, as part of a charge, leap up to 30ft at a target and can follow with a full attack.

Suffocation (Ex): Each round a victim is grappled, the omshirim can cause 2d6+7 hp of non-lethal damage per round due to suffocation. Once the victim is unconscious, this damage becomes lethal.

Damage Reduction (Su): An omshirim has damage reduction of 15/wood.

Immunity to Electricity (Ex): An omshirim has 100% immunity to all electrical damage, whether normal or magical.

Vein of Ore (Ex): An omshirim is hard to identify, even under ideal conditions, and it takes a DC 20 Spot check to notice one. Creatures who fail to notice an omshirim for what it is are automatically hit with a melee attack for slam and acid damage if they touch it.

Ooze Traits: An ooze possesses the following traits (unless otherwise noted in a creature's entry): An ooze is mindless with no Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); An ooze is blind (but has the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight; It has immunity to poison, sleep effects, paralysis, polymorph, and stunning; Oozes are not subject to critical hits or flanking; Oozes eat and breathe, but do not sleep.

The Red Curse
Omshirims do not acquire Legacies or require cinnabryl.