Murkdeep

ooze · CR 12 · from Book of Beasts III · by Robert J. Hall
Murkdeep
StatisticValue
Size/TypeMedium Ooze
Hit Dice12d10+48 (114 hp)
Initiative-5
Speed20 ft. (4 squares)
Armor Class5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple+9/+11
AttackSlam +11 melee (1d4+2)
Full AttackSlam +11 melee (1d4+2)
Space/Reach5 ft./5 ft.
Special AttacksParalysis, constrict 1d4+2, improved grab
Special QualitiesBlindsight 60 ft., regenerate 2, light suppression, shadow blend, immunity to acid, ooze traits, spell resistance 17
SavesFort +10, Ref +1, Will +1
AbilitiesStr 15, Dex 1, Con 19, Int ―, Wis 1, Cha 1
SkillsMove Silently +3
Feats―
EnvironmentUnderground
OrganizationSolitary
Challenge Rating13
TreasureNone
AlignmentAlways neutral
Advancement13–15 HD (Medium), 16–18 HD (Large)
Level Adjustment―

Description

A pool of inky darkness moves with a will of its own; the dark, ominous figure reaching outward with blackened polyps as it glides silently forward.

Born of the pools of fluidic darkness found on the prison plane, these amorphous creatures are pitch black and can never be illuminated except as a silhouette. A murkdeep move across the ground like a slithering pool of black ink, flowing over obstacles and squeezing through small cracks.

A murkdeep hates all forms of light, and will seek areas of deep darkness in which to dwell. When approach by creatures bearing light sources, a murkdeep will strike in an effort to douse the illumination. Their bodies naturally inhibit light sources, and will suppress magical light.

Combat

A murkdeep attacks with its slam attack, targeting opponents bearing light sources. It will seek to paralyze a foe, and crush the life out of it.

Paralysis (Su): The negative light body of a murkdeep suppresses normal bodily function. A target hit by a murkdeep's slam attack must succeed on a DC Fortitude save or be paralyzed for 2d6 rounds. The save DC is Constitution-based.

Constrict (Ex): A murkdeep deals automatic slam damage with a successful grapple check, and the opponent is subject to paralysis.

Improved Grab (Ex): To use this ability, a murkdeep must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Regeneration (Su): Fire, light, electricity, and shadow magic deal normal damage to a murkdeep.

Light Suppression (Sp): A murkdeep automatically affects light spells and effects as a deeper darkness spell.

Shadow Blend (Su): In any conditions other than full daylight, a murkdeep can disappear into the shadows, giving it concealment. Normal light sources, and light-based spells of up to 2nd level do not negate this ability.

Skills: A murkdeep has a +8 racial bonus on Move Silently checks.

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, murkdeeps also gain the following special benefits.

  • The save DC of the paralysis is equal to 10 + ½ HD + Constitution modifier.
  • Spell resistance is equal to creature's HD + 5 (maximum 20).

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All 820 monsters in the Netbook Bestiary