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Omox Demon

Omox Demon
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Appearance: The Omox Demon is a grotesque, semi-solid entity that resembles a humanoid figure made entirely of dark, viscous slime. Its form constantly shifts and churns, with parts of its body occasionally bulging or dripping away only to be reabsorbed. Its eyes, if it can be said to have them, are glowing orbs of malevolence that float within its gelatinous mass.

Behavior: Omox Demons are cunning and malicious, taking perverse pleasure in the suffering of others. They are patient predators, often lying in wait for unsuspecting victims to come close to their lair before striking. Their movements are silent and their attacks sudden, as they aim to envelop and suffocate their prey.

Habitat: These demons are found in the foulest environments imaginable—stagnant pools, sewage-filled caverns, or polluted waters. Any place that is repulsive to most creatures is a sanctuary for an Omox Demon, where it can bask in the filth.

Modus Operandi: An Omox Demon attacks by engulfing its victims, using its acidic body to digest them slowly while they are still alive. It can manipulate water and ooze around it, using these elements to trap or drown its prey. It is also capable of casting spells related to water and teleportation, making it a slippery foe to pin down.

Motivation: The Omox Demon is driven by its devotion to Jubilex, the Demon Prince of Ooze. It seeks to spread corruption and filth, turning pure waters into cesspools of decay. Its ultimate goal is to create environments that are hospitable for its kind and other servants of Jubilex, furthering its master’s domain in the mortal world.


  • Omox Demon 5e
  • Omox Demon Pathfinder
Omox Demon 2
My Images (midjourney.com)

Large fiend (demon), chaotic evil


Armor Class 17 (natural armor)
Hit Points 200 (16d10 + 112)
Speed 30 ft., swim 60 ft.


STRDEXCONINTWISCHA
18 (+4)15 (+2)24 (+7)13 (+1)15 (+2)18 (+4)

Saving Throws CON +12, WIS +7, CHA +9
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned, prone
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, telepathy 120 ft.
Challenge 12 (8,400 XP)


Amphibious. It can breathe air and water.

Magic Resistance. The Omox has advantage on saving throws against spells and other magical effects.

Spellcasting. The Omox is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Omox can innately cast the following spells, requiring no material components:

  • At will: detect magic, acid splash
  • 3/day each: water walk, control water, teleport
  • 1/day each: summon demon

Actions

Multiattack. The Omox makes two attacks: one with its bite and one with its slam.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 14 (4d6) acid damage.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Engulf. The Omox can engulf a Large or smaller creature it has grappled. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 18 Constitution saving throw at the start of each of the Omox’s turns or take 21 (6d6) acid damage. If the Omox moves, the engulfed target moves with it. The Omox can have only one target engulfed at a time.


Legendary Actions

The Omox can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Omox regains spent legendary actions at the start of its turn.

Detect. The Omox makes a Wisdom (Perception) check.

Tail Swipe. The Omox makes one slam attack.

Acidic Transfer (Costs 2 Actions). The Omox transfers some of its acidic body onto a creature it can see within 10 feet of it. The target must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) acid damage.

Demon, Omox

This rancid-smelling mound of animated ooze has about its shifting countenance the hideous shape of a half-melted man.

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Source: Pathfinder d20pfsrd.com

Amorphous beings of living slime, these repulsive demons lurk in fetid pools and lakes of filth, eager to drown unwary passersby. When summoned to the Material Plane, omoxes typically guard places of sacred filth or waters watched over by cults of Jubilex, the demon lord with which these foul demons are most commonly associated.

A typical omox stands 7 feet tall and weighs 1,200 pounds. They form from the souls of those who destroyed beautiful things in life, or who befouled and desecrated objects of purity.


Omox Demon CR 12
XP 19,200

CE Medium outsider (aquatic, chaotic, demon, evil, extraplanar)

Init +11; Senses Darkvision 120 ft.; Perception +28
DEFENSE
AC 28, touch 18, flat-footed 20 (+7 Dexterity, +1 Dodge, +10 natural)

hp 162 (13d10+91)

Fort +15, Ref +13, Will +12

DR 10/good; Immune acid, critical hits, disease, electricity, Paralysis, poison, polymorph, sleep effects, stunning; Resist cold 10, fire 10; SR 23
OFFENSE
Speed 40 ft., Climb 20 ft., Swim 80 ft.

Melee 2 slams +21 (1d6+8 plus 3d6 acid and grab)

Ranged slime +20 (1d6 plus 3d6 acid and entangle [see slime below])

Special Attacks smothering

Spell-Like Abilities (CL 12th; Concentration +16)

At will–create water, greater teleport (self plus 50 lbs. of objects only), liquid leap (see below), telekinesis (DC 19)

3/day–gaseous form, control water, poison (DC 18), stinking cloud (DC 17)

1/day–Acid Fog, summon (level 4, 1 omox 30% or 1d4 babaus 60%)
STATISTICS
Strength 26, Dexterity 25, Constitution 24, Intelligence 15, Wisdom 19, Charisma 18

Base Atk +13; CMB +21; CMD 39 (can’t be tripped)

Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Vital Strike

Skills Acrobatics +23 (+27 Jump), Climb +32, Escape Artist +23, Knowledge (dungeoneering) +18, Knowledge (planes) +18, Perception +28, Sense Motive
+20, Stealth +23 (+33 when submerged), Swim +32; Racial Modifiers +16 Escape Artist, +8 Perception, +10 Stealth when submerged

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

SQ amorphous, amphibious, compression
SPECIAL ABILITIES
Liquid Leap (Sp)  

As long as an omox is in contact with liquid, it can use dimension door as a swift action (CL 12th); its starting and ending points must be connected by a contiguous mass of liquid.
 
Slime (Su)
 
An omox’s nauseating body is composed of sticky, acidic slime. As an attack action, it can hurl a glob of slime (range increment 20 feet). Any creature that is struck by the glob must make a DC 23 Reflex save or become entangled for 1d6 rounds. The save DC is Constitution-based.
 
Smothering (Ex)

An omox can use its grab ability against a creature of any size. When it grabs a foe, it attempts to flow over and into the victim’s mouth and nose to smother it. Each round the omox maintains its grapple, its victim cannot breathe or speak.

See rules for suffocation.
ECOLOGY
Environment any (the Abyss)

Organization solitary or clot (2-6)

Treasure standard

Section 15: Copyright Notice – Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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