Slithering Hoard
Huge Ooze
Hit Dice: 5d10+45 (73 hp)
Initiative: -5
Speed: 20 ft. (4 squares), swim 15 ft.
Armor Class: 16 (-2 size, -5 Dex, +13 armor), touch 3, flat-footed 16
Base Attack/Grapple: +3/+13
Attack: Slam +4 melee (1d6+3 plus 1d6 acid and paralysis)
Full Attack: 2 slams +4 melee (1d6+3 plus 1d6 acid and paralysis)
Space/Reach: 15 ft./10 ft.
Special Attacks: Acid, engulf, paralysis
Special Qualities: Blindsight 60 ft., camouflage, immunity to electricity, ooze traits
Saves: Fort +10, Ref -4, Will +0
Abilities: Str 14, Dex 1, Con 28, Int 5, Wis 8, Cha 1
Skills: Listen +3, Spot +3, Swim +10
Feats: Ability Focus (engulf), Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 4
Treasure: Triple coins, double goods, 50% items
Alignment: Always neutral
Advancement: 6-12 HD (Huge); 13-25 HD (Gargantuan)
Level Adjustment: —
A huge mound of coins, weapons and bits of broken metal slithers across the ground. Gaps open between pieces of metal here and there, revealing the mound's interior is a translucent mass of living gel.
Slithering hoards are omnivorous oozes related to gelatinous cubes. A slithering hoard's gelatinous body exudes a sticky slime which it uses to cover itself in coins, small weapons, armor pieces, and other bits of metal. The hoard's outer coating serves as protective armor and as "teeth" to grind food. It will use other detritus if no metal is available (stones, bones et cetera), but this may affect its armor bonus.
The first slithering hoards were shaped from gelatinous cubes by devious wizards. Most of their descendants live as wandering scavengers, devouring anything edible that comes within their reach. Slithering hoards are as at home underwater as they are on land. They can swim by assuming a manta ray like shape and flapping through the water.
Unlike most oozes, slithering hoards possess a dim cunning and can learn (or be taught) very simple behaviors based on their instinct to avoid harm and acquire food. For example, hoards learn to hide in the places with the most prey, and will adapt their camouflage to the surroundings. Slithering hoards are occasionally used as guardians by wealthy creatures, from those same wizards to businessmen to dragons.
An average slithering hoard weighs around 20,000 pounds, although much larger specimens are not uncommon. These amorphous creatures have no fixed shape. An immobile slithering hoard looks like a mound of treasure or scrap metal about 20 feet across and a yard thick. Such a hoard can expand itself into a 20 foot diameter sphere, which lets it move by rolling about, or spread into a manta-ray like shape with a wingspan of 30 feet or more.
COMBAT
A slithering hoard attacks by lashing out with one or two pseudopods or engulfing foes in its body. It usually disguises itself as a mound of treasure and strikes at any opponent that comes within its reach. They are cunning enough to learn other ways to attack - such as swimming up beneath small boats and engulfing them.
Acid (Ex): A slithering hoard’s acid does not harm metal or stone.
Camouflage (Ex): Since a slithering hoard looks like a pile of treasure when at rest, it takes a DC 25 Spot check to notice it before it attacks. Anyone with ranks in Appraise or Knowledge (dungeoneering) can use one of those skills instead of Spot to notice the ooze.
Engulf (Ex): Although it moves slowly, a slithering hoard can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The slithering hoard merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the hoard, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 17 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the hoard moves forward. Engulfed creatures are subject to the hoard’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
Paralysis (Ex): A slithering hoard secretes an anesthetizing slime. A target hit by a hoard’s melee or engulf attack must succeed on a DC 21 Fortitude save or be paralyzed for 3d6 rounds. The hoard can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Skills: A slithering hoard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.