Old World» Amoebic Crawler

A wriggling shape pulses forward, at least 10 feet in length. It is a nauseatingly textured translucent worm whose head gradually narrows into two ominously long, questing tentacles.

Amoebic crawlers are clots of alien space-time concentrated into awful, ravenous, self-propelled motes. Amoebic crawlers partake somewhat of the realm which is ultimately responsible for their existence, and thus exude a palpable dread.

An amoebic crawler is 10 feet long, although its tentacles can stretch further. It weighs about 1,000 pounds, although much larger specimens are known to exist.

Combat

An amoebic crawler attacks with its lashing tentacles, attempting to grab and slowly strangle helpless foes. Subdued foes are absorbed into the crawler’s body in a horrific external digestive process.

Amoebic crawler

Large ooze (extraplanar)

Init +0; Senses blindsight 60 ft.; Perception −5

Defense

AC 9, touch 9, flat-footed 9 (−1 size)

hp 50 (4d8+32)

Fort +9, Ref +1, Will −4

Immune electricity

Defenses translucent

Offense

Speed 30 ft.

Melee 2 tentacles +3 (1d6+1 plus 1d6 acid plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks vile touch

Statistics

Str 12, Dex 11, Con 26, Int —, Wis 1, Cha 11

Base Atk +3; CMB +5 (+9 grapple); CMD 15 (can’t be tripped)

Morale n/a (fearless)

Ecology

Environment any

Organization solitary

Special Abilities

Acid (Ex)

An amoebic crawler’s acid does not harm metal or stone.

Grab (Ex)

If an amoebic crawler hits with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it establishes a hold, it automatically deals damage (including acid damage) every round, and grappled opponents are affected by the crawler’s vile touch ability.

An amoebic crawler receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Vile Touch (Su)

Those grappled by the slimy tentacles of this creature sometimes glimpse images from a bizarre, alien realm, and the sight sends them into screaming, explosive convulsions of nausea. Each round a creature remains grappled, it must succeed on a DC 12 Will save or be nauseated for that round.

Translucent (Ex)

Amoebic crawlers are hard to see, even under ideal conditions, and it takes a DC 10 Perception check to notice one. Creatures who fail to notice a crawler and walk into it automatically take acid damage.