This site is games | books | films

“Capacitor Ooze: The Crackling Menace of Forgotten Ruins”

Capacitor Ooze: The Crackling Menace of Forgotten Ruins
Create

Capacitor Ooze — A volatile blob of amber gel veined with liquid silver and alive with crackling lightning, the Capacitor Ooze stalks ruins and storm-scorched wastelands, stunning prey with electrified tendrils and draining the power from weapons, devices, and magic alike to swell its living battery of stored energy.


Appearance

A Capacitor Ooze is a translucent amber mass shot through with shimmering veins of liquid silver, its body alive with crackling arcs of blue-white lightning. Clouds of bubbles swirl within, as though storm fronts churn inside its gelatinous core. When charged or agitated, the slime flares with an eerie, inner glow that dances over nearby stone and metal like a living storm.


Behaviour

Despite its formless body, the Capacitor Ooze moves with a strangely deliberate rhythm, gliding slowly until the scent of energy or prey sparks sudden bursts of speed. It gives off a faint hiss and snap of static as it slides across stone or metal. When threatened, it lashes out with electrified tendrils, stunning prey before drawing them into its quivering bulk.


Habitat

These oozes haunt places steeped in magical or technological current—abandoned laboratories, crashed skyships, storm-blasted mesas, and ruins where arcane residue pools. They prefer dry ground and instinctively avoid standing water, which shorts and saps their reserves. A nest is often marked by corroded circuitry, drained crystals, or piles of warped metal.


Modus Operandi

The Capacitor Ooze hunts by sensing vibrations and the hum of power. It waits in cracks or behind debris, then surges forward to lash prey with a jolt that paralyzes before engulfing. It instinctively drains stored charges from weapons, enchanted trinkets, and constructs, leaving them inert as it grows faster and more volatile.


Motivation

Neither fully mindless nor truly sentient, the Capacitor Ooze shows an animal-like cunning guided by an overwhelming urge to gather, store, and release energy. Scholars whisper that these slimes were once alchemical experiments meant to create living batteries; now they roam untamed, their purpose lost, driven only to feed and unleash their stored storms.

  • Capacitor ooze 5e 2024
  • Capacitor ooze, Pathfinder
Capacitor Ooze: The Crackling Menace of Forgotten Ruins
Create

Medium Ooze, unaligned


Armor Class 14 (natural armor)
Hit Points 95 (10d8 + 50)
Speed 30 ft., climb 20 ft.

STRDEXCONINTWISCHA
16 (+3)12 (+1)20 (+5)3 (−4)10 (+0)5 (−3)

Saving Throws Con +8
Skills Perception +3, Stealth +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities blinded, charmed, deafened, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13
Languages
Challenge 5 (1,800 XP) Proficiency Bonus +3


Traits

  • Amorphous. The ooze can move through a space as narrow as 1 inch without squeezing.
  • Conductive Body. A creature that hits the ooze with a melee attack using a metal weapon or natural weapon takes 7 (2d6) lightning damage.
  • Power Drain. Magical or technological items that store or channel electricity within 10 ft. of the ooze lose 1 charge (or become inactive for 1 minute) at the end of the ooze’s turn. The ooze gains 5 temporary hit points for each charge drained.
  • Stored Charge. The ooze can store up to 20 points of lightning damage it would take (from immunity). On its next Lightning Lash or Shockwave, it may release any or all stored damage, adding it to the damage roll.

Actions

Multiattack. The ooze makes two Lightning Lash attacks.

Lightning Lash. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 12 (2d8 + 3) bludgeoning damage plus 9 (2d8) lightning damage. The target must succeed on a DC 15 Constitution saving throw or be stunned until the start of the ooze’s next turn.

Shockwave (Recharge 5–6). The ooze releases built-up energy in a 15-foot radius. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much on a success. Loose metal objects within range slide up to 5 ft. toward the ooze.

Absorb Charge. Bonus Action. The ooze draws current from an unattended power source or recent lightning effect within 10 ft., regaining 10 (3d6) hit points and gaining advantage on its next attack before the end of its next turn.


Reactions

Reactive Discharge. When a creature within 10 ft. hits the ooze with a melee attack, the ooze may deal 5 (1d10) lightning damage to the attacker, which must succeed on a DC 13 Strength saving throw or drop one held item (ooze’s choice).


Legendary Actions

The Capacitor Ooze can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

  • Detect. The ooze makes a Wisdom (Perception) check.
  • Lash. The ooze makes one Lightning Lash attack.
  • Static Slide (Costs 2 Actions). The ooze glides up to 15 ft. without provoking opportunity attacks.

Tactics

A Capacitor Ooze prefers lurking near broken devices or storm-scarred ruins, waiting to sense vibrations or the thrum of stored power. It begins combat by stunning prey with Lightning Lash, then drains gear or magical energy with Power Drain while storing excess charge for later bursts. Against clusters of foes, it times Shockwave for maximum effect before repositioning with Static Slide. It retreats only if severely wounded and unable to absorb more energy.


Created as organic batteries by long-lost technomancers, capacitor oozes now wander free, hoarding energy and discharging their stored storms on the unwary.

Capacitor Ooze: The Crackling Menace of Forgotten Ruins
Create

Electricity crackles and arcs from this undulating mass of orange slime.

Source Numeria, Land of Fallen Stars pg. 48
Originally posted in Pathfinder d20pfsrd.com

Created by technologists seeking to devise an organic battery, capacitor oozes escaped captivity and now infest the lands. They find water dangerous and humidity painful, so they gravitate toward arid climes with stable weather.

Capacitor oozes instinctively seek out sources of electricity, consuming them like other creatures would food. Maintaining vigor and growth requires regular consumption of organic material as well. A capacitor ooze that’s denied power or food begins to starve.

Capacitor oozes grow without bound, splitting only from damage or misfortune. Capacitor oozes that encounter others of their kind often merge if left undisturbed, a process that takes 1d4 hours and may result in a giant or advanced ooze. Capacitor oozes that aren’t inclined to merge disperse, as they find disharmonious electrical auras intolerable.


Capacitor Ooze CR 11
XP 12,800

N Medium ooze

Init -5; Senses Blindsight 120 ft.; Perception -5

Aura osmotic drain (10 ft., DC 25)
DEFENSE
AC 5, touch 5, flat-footed 5 (-5 Dexterity)

hp 195 (17d8+119)

Fort +12, Ref +0, Will +0

Defensive Abilities electrified; Immune electricity, ooze traits
OFFENSE
Speed 10 ft., Climb 10 ft.

Melee slam +18 (2d6+9 plus 4d6 electricity and neurophagic jolt)

Special Attacks neurophagic jolt
STATISTICS
Strength 22, Dexterity 1, Constitution 24, Intelligence -, Wisdom 1, Charisma 1

Base Atk +12; CMB +18; CMD 23

Skills Climb +14

SQ compression
SPECIAL ABILITIES
Electrified (Ex) A creature that strikes a capacitor ooze with a natural weapon, unarmed strike, or metal weapon takes 4d6 points of electricity damage. Creatures grappling a capacitor ooze take this damage when initiating the grapple and on each round the grapple is maintained.  

Neurophagic Jolt (Ex) When a capacitor ooze deals electricity damage to a target with its slam attack, the jolt to the target’s neurological system stuns the creature for 1 round (Fortitude DC 25 negates). A second neurophagic jolt to a stunned target sets up a destructive resonance in the target’s brain. This resonance functions like an affliction with the following statistics: save Will DC 25; frequency 1/round for 6 rounds; effect 1d2 Dexterity and 1d2 Intelligence damage; cure 1 save. Neutralize poison does not cure this affliction, but heal, greater restoration, and any effect that removes insanity does. This is a mind-affecting effect. The save DC is Constitution-based.

Osmotic Drain (Ex) A capacitor ooze drains power from nearby electrical sources. Any creatures within 10 feet of a capacitor ooze carrying at least one device that’s powered by or generates electricity must succeed at a DC 25 Fortitude save or lose 1 charge from a random electrical device. Single use items are depowered entirely; devices with renewable electrical sources are depowered until they can recharge (in the case of a solar-powered device) or have their electrical function suppressed for 1d4 minutes (in the case of a shock weapon). A given power source can be drained only once per minute. For each electrical device affected by the capacitor ooze’s osmotic drain, the ooze deals an additional 1d6 points of electricity damage the next time it would deal electricity damage to a target, and its speed increases by 30 feet for 1 round. The save DC is Constitution-based.
ECOLOGY
Environment cold deserts or plains

Organization solitary

Treasure none
Scroll to Top