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    Ooze, Gray

    A seemingly mundane puddle, patch of moist stone, or glistening rock is suddenly revealed to be more as a terrible pseudopod lashes out.
    Gray Ooze CR 4

    XP 1,200
    N Medium ooze
    Init –5; Senses blindsight 60 ft.; Perception –5

     DEFENSE

    AC 5, touch 5, flat-footed 5 (–5 Dex)
    hp 50 (4d8+32)
    Fort +9, Ref –4, Will –4
    Defensive Abilities ooze traits; Immune cold, fire

     OFFENSE

    Speed 10 ft.
    Melee slam +6 (1d6+4 plus 1d6 acid and grab)
    Special Attacks acid, constrict (1d6+1 plus 1d6 acid)

     STATISTICS

    Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
    Base Atk +3; CMB +6 (+10 grapple); CMD 11 (can't be tripped)
    SQ transparent

     SPECIAL ABILITIES

    Acid (Ex)

    The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the weapon's wielder succeeds on a DC 20 Reflex save. The ooze's touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DCs are Constitution-based.

    Transparent (Ex)

    Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings in most environments. A DC 15 Perception check is required to notice the gray ooze. Any creature that fails to notice a gray ooze and walks into it automatically suffers damage as if struck by the ooze's slam attack and is immediately subject to a grab attempt by the ooze.

    Variant Gray Oozes

    The gray ooze adapts readily and swiftly to changes in environments, the simple structure of its primeval form and its method of using fission to reproduce all but ensuring that such changes occur.

    Crystal Ooze (CR 4): The crystal ooze is an aquatic variant that dwells in deeper waters than most commonly found in the gray ooze's beloved swamps. A crystal ooze has the aquatic subtype and a swim speed of 30 ft. The crystal ooze lacks the gray ooze's constrict ability, but it does secrete a paralytic toxin that causes those whom it strikes to become paralyzed for 3d6 rounds if they fail a Fortitude saving throw (the save DC is Constitution-based).

    Id Ooze (CR 6): Perhaps the strangest variant gray oozes are those that have developed a rudimentary intelligence, including the ability to communicate telepathically with other oozes, or even the ability to blast enemies with pulses of raw mental power. Id oozes are advanced gray oozes with an Intelligence score of 2 (and thus gain skill ranks and feats—typically 4 ranks in Stealth, Improved Initiative, and Toughness), can communicate basic empathic information with other id oozes within 100 feet via telepathy, and can use lesser confusion at will as a spell-like ability (CL equals the id ooze's HD).