N Large ooze (aquatic)
Init –2; Senses blindsight 60 ft.; Perception –5
AC 7, touch 7, flat-footed 7 (–2 Dex, –1 size)
hp 76 (9d8+36)
Fort +7, Ref +1, Will –2
Defensive Abilities amorphous; Immune acid, ooze traits
Speed 10 ft., climb 10 ft., swim 20 ft.
Melee 2 slams +12 (1d6+7 plus 1d4 acid and grab)
Space 10 ft.; Reach 10 ft.
Special Attacks acid jet, constrict (1d6+7 plus 1d4 acid), engulf (DC 21, 1d6 acid and paralysis)
Str 24, Dex 7, Con 18, Int —, Wis 1, Cha 1
Base Atk +6; CMB +14 (+18 grapple); CMD 22 (can't be tripped)
Skills Climb +15, Swim +15
Acid Jet (Ex)
Once every 1d4 rounds as a standard action,
a sea scourge can shoot a stream of acidic juices in a 30-foot line,
dealing 2d8 points of acid damage to any creatures in the area (DC 18 Reflex save for half damage). The save DC is Constitution-based.
Sea Scourge Variants
Most sea scourges are encountered off the western coast of Garund in the Arcadian Ocean, but some breeds have been known to stalk other parts of the high seas.
Coldwater Scourge (+0 CR): Stalking the watery expanses of the
northern Arcadian Ocean and Inner Sea, the coldwater scourge is a
menace to merchant ships and war galleons alike. A coldwater scourge is
immune to cold damage, and creatures that fail their Reflex saves versus the scourge's acid jet are also staggered for 1 round.
Steaming Scourge (+1 CR): The steaming scourge plagues the open waters of the Obari Ocean, sapping the life from unsuspecting marine animals as well as unwary fisherfolk and small seaside settlements. A steaming scourge possesses additional Hit Dice
and the heat universal monster ability, and emits so much energy that
any water in a 10-foot-radius spread around it begins to boil, dealing
1d6 points of damage to creatures that begin their turn submerged in it.