Bone Ooze

Gargantuan Ooze
Hit Dice: 20d10+180 (290 hp)
Initiative: –⁠5
Speed: 20 ft.
Armor Class: 1 (–⁠4 size, –⁠5 Dex), touch 1, flat-footed 1
Base Attack/Grapple:
Attack: Slam +26 melee (2d8+15 plus ability drain plus wounding)
Full Attack: 2 slams +26 melee (2d8+15 plus ability drain plus wounding)
Space/Reach: 20 ft./15 ft.
Special Attacks: Ability drain, bone meld, engulf, wounding
Special Qualities: Blindsight 60 ft., damage reduction 15/magic and bludgeoning, ooze traits, spell resistance 32
Saves: Fort +15, Ref +1, Will +1
Abilities: Str 40, Dex 1, Con 28, Int —, Wis 1, Cha 1
Skills:
Feats:
Environment: Any underground
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Always neutral
Advancement: 21–30 HD (Gargantuan); 31–60 HD (Colossal)
Level Adjustment:

Bone oozes slide along underground, scavenging for bones. These disgusting creatures are called rolling graveyards because of all the bones suspended in their bodies.

A bone ooze appears as an immense, undulating mass of goo the color of bleached bone. Jagged, bony protrusions jut from the monster’s mass here and there, and more bones in various stages of digestion are suspended within its translucent body. A bone ooze normally maintains a roughly spherical shape, measuring more than 20 feet in diameter and weighing more than 40,000 pounds, though it can alter its shape to flow through a space as small as 5 feet by 5 feet. Because the bones it contains give its amorphous shape firmer support than the typical ooze has, it takes 1 round for a bone ooze to squeeze through an opening too small for its normal dimensions.

Combat

A bone ooze attacks by slamming opponents or by rolling over them. It tries to engulf opponents whenever possible, so that it can use its bone meld. A bone ooze’s attacks also cause bleeding wounds.

Ability Drain (Ex): A successful slam attack from a bone ooze absorbs some of the victim’s bone structure. Any melee hit deals 1d6 Strength drain, 1d6 Dexterity drain, and 1d6 Constitution drain. On a critical hit, it drains twice that amount from each affected score. A bone ooze heals 5 points of damage it has taken (10 on a critical hit) whenever it drains abilities. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points for 1 hour.

Bone Meld (Ex): Once per round, a bone ooze can attempt to absorb the skeleton of an engulfed creature into its own mass, pulling the bones out through the flesh. The victim must make a successful Fortitude save (DC 35) or die. After 1d3 rounds, the bone ooze leaves behind the fleshy parts of the victim and any treasure he or she carried.

Engulf (Ex): A bone ooze can simply bowl over Huge or smaller creatures as a standard action. This attack affects as many opponents as the creature’s body can cover. Each target can make either an attack of opportunity against the bone ooze or a Reflex save (DC 35) to avoid being engulfed. A successful saving throw indicates that the target has been pushed back or aside (target’s choice) as the ooze moves forward. A bone ooze cannot make a slam attack during a round in which it attempts to engulf, but each creature engulfed is considered grappled and trapped within the bone ooze’s body. Such a creature takes automatic slam, ability drain, and wounding damage upon being engulfed and each succeeding round that it remains trapped. In the next round after engulfing, the bone ooze can attempt a bone meld attack.

Wounding (Ex): Because of the bone shards the creature’s body contains, a bone ooze’s slam or engulf attack causes a wound that bleeds for 5 points of damage per round thereafter, in addition to the attack’s normal damage. Multiple wounds from the creature result in cumulative bleeding loss (two wounds for 10 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 15) or the application of a cure spell or some other healing spell (heal, healing circle, or the like).

Blindsight (Ex): A bone ooze is blind, but blindsight allows it to maneuver and fight as well as a sighted creature. Through this ability, it can discern objects and creatures within 60 feet. The bone ooze usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. See Blindsight.

Source: Monster Manual II, page 36. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.