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Ooze, Emerald

A man-sized mound of sparkling green oozes begins slithering in your direction. This pulsing, dripping mass moves quickly for something without legs; it appears almost as if it will pounce on you like a lion on its prey.

Emerald Ooze CR 3

XP 800
N Medium ooze
Init +5; Senses blindsight 60 ft.; Perception -5


AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 33 (4d8+11)
Fort +4; Ref +3; Will -4
Immune acid, ooze traits


Speed 30 ft.
Melee slam +4 (1d4+1 plus 1d6 acid)
Special Attacks constrict (1d6+4 plus 1d6 acid), corrosion


Str 13, Dex 13, Con 15, Int —, Wis 1, Cha 1
Base Atk +3; CMB +4 (+8 grapple); CMD 15 (25 vs. bull rush, can’t be tripped)
Feats Improved InitiativeB, ToughnessB
SQ ooze traits


Acid (Ex)

An emerald ooze secretes a digestive acid that dissolves flesh and metal quickly, but does not affect stone or plant matter. Each time a creature suffers damage from an emerald ooze’s acid, its clothing and armor take the same amount of damage from the acid. A DC 16 Reflex save prevents damage to clothing and armor. A metal weapon that strikes an emerald ooze takes 1d6 acid damage unless the weapon’s wielder succeeds on a DC 16 Reflex save. If an emerald ooze remains in contact with a metal object for 1 full round, it inflicts 14 points of acid damage (no save) to the object. The save DCs are Constitution-based.

Corrosion (Ex)

An opponent that is being constricted by an emerald ooze suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.

Editor's Note

We noted a couple of errors with this creature:

  1. HP are calculated incorrectly: it should be 4d8+12 for a total of 30.
  2. Fort and Reflex saves are too high by 1: it should be Fort +3; Ref +2.

GM's are encouraged to use these statistics.

GMs should also note that the Emerald Ooze does a non-standard amount of damage with its constrict special attack.