Plasma Ooze — The Violet Star-Eater

At a Glance
| Creature | Plasma Ooze — the violet star-eater |
|---|---|
| Nature | Mindless, unaligned; consumes living matter without malice |
| Size | Gargantuan, around twenty feet across |
| Origins | Reported at breaches to the Plane of Fire and near fallen stars |
| Movement | Floats through the air, ignoring stairs and most obstacles |
| Greatest danger | Magnetic pull, plasma rays, engulfment and sudden splitting |
| Warning signs | Iron moving of its own accord, blue sparks and heat without flame |
The watch bell begins to ring, though nobody is touching it. Swords lift from their scabbards. Nails tear free of the gate. Beyond the wall a globe of purple fire drifts into view, drawing every piece of iron towards its heart while blue rays strike the fleeing guards.
The Metal That Answers
A plasma ooze hangs in the air like a deep violet lantern, twenty feet across. Pale fire rolls under its translucent skin while arcs of blue light snap between its limbs of liquid flame. It has no voice, eyes or thought. Its body follows movement and living warmth, while the strange force surrounding it hauls iron towards its core.
The ooze can draw an armoured person across a chamber, drag a sword from the hand of its wielder or gather a storm of nails and broken weapons around itself. This gives it no interest in the metal: it devours living substance, and the armour is merely a means of bringing prey within reach. The metal is not necessarily destroyed, though the flesh inside it may be.
Some have appeared where stones fell blazing from the night sky. Others emerge from fissures opening on the Plane of Fire. No village survives long enough to establish which of these origins is true. A magistrate may order all metal taken from a threatened watchtower; a village unable to abandon its iron tools faces a harder choice.
Running the Encounter
Show the danger before the creature arrives: keys twitch against a belt, an iron gate groans in its hinges, and a tethered horse panics as the nails in its shoes begin to pull. Give the characters somewhere to flee, a wooden route across the chamber or a chance to abandon metal equipment. The creature can float above obstacles, pull the heavily armoured into danger, and divide if struck in the wrong way. How its magnetic pulse and splitting resolve depends on the chosen rules.
Game Statistics
Plasma Ooze
Gargantuan Ooze, Unaligned
AC 10; Initiative +0 (10); HP 385 (22d20 + 154); Speed 0 ft., Fly 30 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 11 (+0) | 24 (+7) | 1 (−5) | 3 (−4) | 1 (−5) |
Saving Throws Str +8, Dex +0, Con +12, Int −5, Wis +1, Cha −5
Resistances Cold
Immunities Acid, Lightning, Bludgeoning, Piercing, Slashing; Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained
Senses Blindsight 60 ft., Passive Perception 6; Languages None
CR 16 (15,000 XP; PB +5) — original conversion
Traits
Magnetic Pulse. At the start of the ooze’s turn, each creature within 30 feet wearing metal armour or carrying a large metal object makes a DC 21 Strength saving throw. On a failure the creature is pulled up to 10 feet towards the ooze, and cannot voluntarily move farther away until the start of the ooze’s next turn. A creature merely wielding a metal weapon instead drops it on a failed save, and the weapon slides 10 feet towards the ooze. Unattended metal objects of Large size or smaller are pulled 10 feet towards it.
No Breath. The ooze requires no air and cannot be suffocated.
Energy Body. The ooze can enter the spaces of other creatures and creatures can enter its space. Its body radiates violet fire and blue lightning.
Actions
Multiattack. The ooze makes two Plasma Slam attacks or three Plasma Ray attacks. Each ray must target a different creature.
Plasma Slam. Melee Attack Roll: +13, reach 20 ft., one target. Hit: 26 (4d8 + 8) Bludgeoning damage plus 14 (4d6) Fire damage and 14 (4d6) Lightning damage. The target is Grappled (escape DC 21) if Huge or smaller, and the ooze can hold one creature at a time.
Plasma Ray. Ranged Attack Roll: +12, range 60 ft., one target. Hit: 28 (4d6 Fire plus 4d6 Lightning) damage.
Engulf. The ooze flies up to its Speed through spaces occupied by Huge or smaller creatures. Each affected creature makes a DC 21 Dexterity saving throw. On failure the target is engulfed, Blinded and Restrained, carried inside the ooze and takes 28 (4d6 Fire plus 4d6 Lightning) damage at the start of each ooze turn. It escapes into an unoccupied adjacent space on a successful DC 21 Strength (Athletics) check made as an action. It cannot breathe inside the ooze.
Reactions
Split. Trigger: While its current HP exceeds 46, the ooze becomes Bloodied or is hit by an attack dealing Slashing or Thunder damage. Response: It divides into two new oozes one size smaller; each receives half the parent’s current HP (rounded down), has the same other statistics and acts on the parent’s Initiative. A Slashing trigger causes no HP loss due to immunity. Thunder damage is resolved before dividing.
Plasma Ooze
Gargantuan ooze, unaligned
Armor Class 10; Hit Points 367 (21d20 + 147); Speed 0 ft., fly 30 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 11 (+0) | 24 (+7) | 1 (−5) | 3 (−4) | 1 (−5) |
Saving Throws Con +12, Wis +1
Damage Resistances cold; Damage Immunities acid, lightning, bludgeoning, piercing, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this range), passive Perception 6
Languages —; Challenge 16 (15,000 XP) — original conversion
Traits
Magnetic Pulse. At the start of each of the ooze’s turns, a creature wearing metal armour within 30 feet makes a DC 21 Strength saving throw. On a failure it is pulled up to 10 feet towards the ooze and cannot move farther away for one round. A creature with a metal weapon but no metal armour drops the weapon on a failed save; the weapon is drawn 10 feet towards the ooze. Unattended metal objects of Large size or smaller move 10 feet towards the ooze.
No Breath. The ooze does not need air.
Actions
Multiattack. Two Plasma Slam attacks or three Plasma Ray attacks against different targets.
Plasma Slam. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) bludgeoning plus 14 (4d6) fire and 14 (4d6) lightning damage. The target is grappled (escape DC 21) if Huge or smaller.
Plasma Ray. Ranged Spell Attack: +12 to hit, range 60 ft., one creature. Hit: 28 (8d6) damage, half fire and half lightning.
Engulf. It moves up to 30 feet through spaces containing Huge or smaller creatures. Each makes a DC 21 Dexterity saving throw. On failure the target is engulfed, blinded and restrained, carried within the ooze, and takes 28 (4d6 fire plus 4d6 lightning) damage at the start of each ooze turn. A target can use its action to attempt a DC 21 Strength check, escaping to an adjacent empty space on success.
Reactions
Split. If subjected to slashing or thunder damage while above 46 current hit points, the ooze splits into two Gargantuan oozes, each with half the original’s current hit points (rounded down). Lightning does not trigger this split. Unlike the 2024 conversion, becoming Bloodied alone does not cause splitting.
Plasma Ooze — CR 16
XP 76,800; N Gargantuan ooze; Init +0; Senses blindsight 60 ft., Perception −5; Aura magnetic pulse (30 ft., DC 27)
DEFENSE
AC 6, touch 6, flat-footed 6 (−4 size); hp 241 (21d8+147)
Fort +14, Ref +7, Will +2
Defensive Abilities split (slashing or sonic, 46 hp); DR 15/—; Immune acid, electricity, bludgeoning, piercing and ooze traits; Resist cold 30
OFFENSE
Speed fly 30 ft. (perfect); Space 20 ft.; Reach 20 ft.
Melee slam +24 (4d6+19 bludgeoning plus 4d6 electricity and 4d6 fire, and grab)
Ranged 1d4 plasma rays +11 ranged touch (each 4d6 electricity plus 4d6 fire)
Special Attacks constrict (4d6+19 plus 4d6 electricity and 4d6 fire), engulf (DC 33, 4d6 electricity plus 4d6 fire)
STATISTICS
Str 36, Dex 11, Con 24, Int —, Wis 1, Cha 1
Base Atk +15; CMB +32 (+36 grapple); CMD 42 (can’t be tripped); Skills Fly +8; Feats —; SQ no breath
ECOLOGY
Environment any; Organization solitary; Treasure none
SPECIAL ABILITIES
Magnetic Pulse (Su). Each turn the ooze makes a CMB check against the CMD of each metal-bearing creature within 30 feet. A success pulls an armoured or metallic creature 10 feet closer and prevents retreat for one round; a successful check against an unarmoured creature holding a metal weapon disarms that weapon and pulls it 10 feet closer. If the pulled creature enters the ooze’s space, it may be engulfed as a free action. Unattended metal objects of Large size or smaller move towards it.
Plasma Ray (Su). As a standard action, it fires 1d4 rays at up to four different targets within 60 feet (at most one ray per target); each ray inflicts 4d6 electricity and 4d6 fire damage on a hit.
Split (Ex). Slashing and sonic attacks create two identical Gargantuan oozes, each with half the original current hit points, rounded down. An ooze at 46 hp or fewer cannot split.
Grab, Constrict and Engulf (Ex). The slam’s grab allows it to start a grapple. Successful grapples inflict the listed constrict damage. When engulfing, affected creatures make a DC 33 Reflex save to avoid the ooze’s interior and damaging plasma.
No Breath (Ex). It has no need to breathe and cannot be suffocated.
Plasma Ooze — CR 16
N Gargantuan Ooze (3.5e conversion)
Hit Dice 21d10+147 (262 hp); Initiative +0; Speed fly 30 ft. (perfect); Armor Class 6 (−4 size), touch 6, flat-footed 6
Base Attack/Grapple +15/+40; Attack slam +24 melee (4d6+19 plus 4d6 fire and 4d6 electricity); Full Attack slam +24 melee (4d6+19 plus 4d6 fire and 4d6 electricity)
Space/Reach 20 ft./20 ft.; Special Attacks magnetic pulse, grab, constrict (4d6+19 plus 4d6 fire and 4d6 electricity), engulf (Reflex DC 33), plasma rays
Special Qualities blindsight 60 ft., ooze traits, no breath, split (slashing or sonic, 46 hp), DR 15/—, immunity to acid, electricity, bludgeoning and piercing damage, cold resistance 30
Saves Fort +14, Ref +7, Will +2; Abilities Str 36, Dex 11, Con 24, Int —, Wis 1, Cha 1
Skills/Feats — (mindless); Environment any; Organization solitary; Treasure none; Alignment always neutral; Challenge Rating 16
COMBAT
Magnetic Pulse (Su). At the start of its turn it draws metal objects within 30 feet. Each creature wearing metal armour must succeed on a DC 27 Strength check or be drawn 10 feet closer and unable to retreat for a round. A creature carrying only a metal weapon instead opposes a +24 disarm check or loses the weapon, which moves 10 feet towards the ooze. Unattended Large or smaller metal objects move 10 feet towards it. This Strength-check and disarm treatment is an original conversion of the Pathfinder manoeuvre.
Plasma Rays (Su). A standard action launches 1d4 rays at up to four different targets within 60 feet. Each is a +11 ranged touch attack that inflicts 4d6 fire plus 4d6 electricity damage on a hit.
Improved Grab and Constrict (Ex). A successful slam attack starts a grapple as a free action without provoking. On a successful grapple check it deals 4d6+19 bludgeoning, 4d6 fire and 4d6 electricity damage.
Engulf (Ex). The ooze can pass over Huge or smaller creatures. A creature can attempt a DC 33 Reflex save to avoid being engulfed. Trapped creatures suffer 4d6 fire and 4d6 electricity damage each round until they escape.
Split (Ex). When hit by slashing or sonic attacks while above 46 current hit points, the ooze divides into two identical Gargantuan copies, each with half the original current hit points (rounded down). Neither retains the parent after division.
No Breath (Ex). It is immune to suffocation and harmful effects requiring inhalation.
What Is Happening Right Now?
The Iron Bells
Every iron bell in the hilltop watchtower begins to ring without a hand upon a rope. A violet shape is rising through the storm cloud, drawing helmets, swords and loose horseshoes into its blazing core. The tower holds a locked signal chamber whose keys are already lifting off the table. The characters must save the watch, break the creature’s reach over the stair, or silence the bells before the garrison marches into the trap.
The Star That Fell into the Mere
Fishermen say a fallen star has sunk beneath the reeds. Horses are dragged towards the shore by their tack, and an armoured knight has vanished into the water. The creature is drifting below the surface, drawing a trail of nails, coins and anchors after it. A village must be evacuated before its boats and armour make the entire shore a killing ground.
Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary,
Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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