Challenge Rating: 3
Hit Points: 37 (3d8+24)
Armor Class: 5 (-5 DEX) touch 5, flat footed 5
Saves: Fort 7 Ref -4 Will -4
Speed: 10 Climb: 10
Base Attack: +2
Melee: slam +2 (1d6+4 plus 1d6 acid and engulf), or +6 (when dropping from ceiling)
Special Attacks: engulf (1d6 bludgeoning plus 1d6 acid damage, AC 5, HP 6)
Sanity Effects: —
Abilities: Str 18, Dex 2, Con 27, Int –, Wis 1, Cha 1
Skills: Thievery (Sneak) -6 (+5 in marshes, sewers, moist caverns)
Special Qualities: camouflage
Environment: subterranean, sewers, swamps
Devouring Oozes blend in perfectly in dark, moist environments. They are found in the wild in wet caves and in swamps. But as cities have sprung up, these oozes have made their way into the city sewers, and unfortunately are just as difficult to detect in this environment as well. Their appearance makes it difficult to discern them from a foul puddle of mud or water. Any creature within 10 feet of a devouring ooze must make a DC 20 Awareness or Survival check to determine the actual nature of the creature before it is too late.
A Medium or smaller opponent that walks into a devouring ooze is automatically grappled and takes 1d6 acid damage each round as the devouring ooze’s small stingers begin injecting acid into the affected creature’s skin. Engulfed creatures are considered to be grappled and are trapped within the ooze’s body. This ability otherwise functions as swallow whole, save that a creature that successfully cuts its way out of a devouring ooze leaves no hole in the protoplasmic creature’s body. A devouring ooze that makes a slam attack must successfully grab its opponent in order to engulf it.