Ochre Gangler
| Statistic | Value |
|---|---|
| Size/Type | Large Aberration |
| Hit Dice | 9d8+27 (67 hp) |
| Initiative | +1 |
| Speed | 20 ft. (4 squares), burrow 20 ft. |
| Armor Class | 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 |
| Base Attack/Grapple | +6/+17 |
| Attack | Claw +12 melee (2d4+7 plus 1d6 heat) |
| Full Attack | 2 claws +12 melee (2d4+7 plus 1d6 heat) and bite +10 melee (2d8+3 plus 1d6 heat) |
| Space/Reach | 10 ft./10 ft. |
| Special Attacks | Blurring gaze, intense heat |
| Special Qualities | Darkvision 60 ft., tremorsense 60 ft., immunity to fire, vulnerability to cold |
| Saves | Fort +8, Ref +4, Will +6 |
| Abilities | Str 24, Dex 12, Con 17, Int 10, Wis 11, Cha 12 |
| Skills | Climb +16, Jump +10, Listen +12 |
| Feats | Ability Focus (blurring gaze), Great Fortitude, Multiattack, Snatch |
| Environment | Underground |
| Organization | Solitary or cluster (2-4) |
| Challenge Rating | 7 |
| Treasure | Standard |
| Alignment | Usually chaotic evil |
| Advancement | 10-14 HD (Large); 15-25 HD (Huge) |
| Level Advancement | ― |
Description
This powerful beast has an orange-brown outer shell that emits wave upon wave of intense heat. It has the appearance of a lizard-like beetle, with an armor-plated, chitinous body, huge pincered claws, and a wide, insect-like head. Two small, glowing pits lie between the compound eyes of a beetle.
These massive creatures can readily move through solid rock or magma, and frequently destroy anything in their path.
An ochre gangler stands roughly 9 feet long and measures almost 5 feet across, weighing 1,000 pounds. An ochre gangler can burrow through solid rock at a speed of 5 feet, or molten rock at a speed of 20 feet. It does not leave a useable tunnel unless it chooses to do so.
Ochre ganglers speak terran. They typically dwell in regions of natural geological activity, where the subterranean passages are frequently filled with molten materials.
Combat
The ochre gangler can deliver devastating blows that can crush nearly any enemy. Its mandibles can penetrate armor or exoskeletons with ease, and its intensely hot outer shell will inflict painful burns. They will often grasp smaller foe in their powerful pincers, swiftly cooking their opponent alive.
These are intelligent creatures that can resort to cunning tactics when brute force is not sufficient to overcome a foe. Ochre ganglers frequently employ their ability to tunnel through rock to create pits and deadfalls for the unwary.
Blurring gaze (Su): Characters within a 15-foot-radius burst have their senses confused for 9 rounds, granting concealment to any opponents as the blur spell (20% miss chance). Will 17 DC negates. The save DC is Charisma-based.
Intense heat (Ex): Merely touching or being touched by an ochre gangler automatically deals 1d6 fire damage.
Also in this section of the source
Ooze
Oozes are amorphous creatures that live only to eat. They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter―living or dead.
Combat
Oozes attack any creatures they encounter. They lash out with pseudopods or simply engulf opponents with their bodies, which secrete acids that help them catch or digest their prey.
Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.