The material below is designated as Open Game Content
Hit Dice: 20d10+200 (310 hp)
Speed: 20 ft. (4 squares)
Armour Class: 27 (–8 size, +25 natural), touch 2, flatfooted 27
Base Attack/Grapple: +15/+48
Attack: Slam +24 melee (4d6+25) or spit +7 ranged (4d6+25)
Full Attack: Three slams +24 melee (4d6+25) or spit +7/+2 ranged (4d6+25)
Space/Reach: 50 ft./20 ft.
Special Attacks: Degeneration, spawn life, spit goo,
Special Qualities: Fast healing 15
Saves: Fort +16, Ref +6, Will +6
Abilities: Str 45, Dex 10, Con 30, Int — , Wis 11, Cha 14
Challenge Rating: 24
Alignment: Always neutral
Advancement: 21+ HD (Colossal)
Level Adjustment: —
This is a lake of greenish-brown organic soup. It seems oddly familiar.
The gods created life from clay, according to some legends, or from their blood in other tales. There are legends of cataclysmic battles between deities that scattered godly ichor across the land and so seeded life. However it happened, primordial ooze is what was left over when all other life had arisen out of the mire. This eldritch grue contains within it all the keys of being; all things sprang from this ultimate source.
The few pools of primordial ooze are hidden in the remotest reaches of the world. As the Philosopher’s Stone is to the alchemist, so is primordial ooze to the wizard who dabbles in flesh-crafting and breeding new forms of life. Samples of primordial ooze make the creation of truly new life forms possible, viable species who breed true and thrive instead of weak creatures dependant on magical fortifications or mere variations on existing themes of life.
Collecting a sample of such ooze is, of course, far from easy.
The ooze is a comparatively easy target; while its outer crust is as hard as any scales or hide, it will yield to even non-magical weapons driven into it with enough force. However, the ooze can spawn monsters to defend it, or drag enemies back down into the primordial mire.
Degeneration (Su): Anyone struck by the ooze’s slam or spit goo attacks risks having their bodies reduced back to their primeval form. Those struck must make a Fortitude save (DC 30) or be transformed. The save DC is Constitution-based. Those who fail instantly fall apart into pools of primordial ooze. All their ability scores are reduced to zero.
Fortunately, the afflicted characters still have a will and so can make Will saves to rebuild their bodies. Each round, as a free action, the character may make a Will save to reclaim their ability scores. The DC for the save is equal to the number of points being regained. For example, a character who wants to increase his Intelligence and Wisdom back up to ten each (thus allowing him to think clearly again) would have to make a Will save (DC 20). Remember to adjust Will saves for the lowered Wisdom score. A character cannot increase his ability scores beyond his normal totals. If the character fails three Will saves in a row while rebuilding his form, he may be permanently absorbed into the primordial ooze – if the ooze hits the character again with a slam attack, he is dealt no damage but instead absorbed and his remaining hit points added to the ooze’s total.
Spawn Life (Su): Once per round, as a free action, the ooze may give birth to a monster. It costs the ooze a number of hit points equal to half the hit points of the monster and it may only create animals, magical beasts, giants, vermin, monstrous humanoids and oozes. When the primordial ooze is destroyed, its spawned creatures disintegrate.
Spit Goo (Ex): The ooze can launch gobs of slime at targets within 120 feet. These are grenade-like weapons with a burst radius of 15 feet.