Gelatinous Cube | CR 3 |
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Always N Large Ooze Init −5; Senses blindsight 60 ft.; Listen −5, Spot −5 Languages — |
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AC 4, touch 4, flat-footed 4 hp 54 (4 HD) Immune electricity Fort +9, Ref −4, Will −4 |
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Speed 15 ft., Melee Slam +2 (1d6 plus 1d6 acid) Space 10 ft.; Reach 5 ft. Base Atk +3; Grp +7 Atk Options engulf |
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Abilities Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1 SQ ooze traits, transparent Feats — Skills — Advancement 5-12 HD (Large); 13-24 HD (Huge) |
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Acid (Ex) A gelatinous cube's acid does not harm metal or stone.
Engulf (Ex) Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the cube moves forward. Engulfed creatures are subject to the cube's paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
Paralysis (Ex) A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Transparent (Ex) Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed. |