Brain Ooze

System: Pathfinder | SRD

Brain Ooze CR 7
NE Ooze Tiny
Init +6 ; Senses blindsight 60 ft.; Perception +11
Defense
AC 23, touch 19, flat-footed 18 (+4 armor, +4 Dex, +1 dodge, +2 insight, +2 size)
hp 75 (10d8+30)
Fort +6 Ref +9 Will +6
Immune ooze traits
Offense
Speed 5 ft., fly 60 ft. (good)
Melee 2 tentacles +13 touch (1d6 electricity plus neural pulse)
Space 2-1/2 feet ; Reach 0 ft.
Aura psychic noise (10 ft., DC 19)
CMB +9 CMD 22 (can't be tripped)
Statistics
Str 4, Dex 19, Con 16, Int 15, Wis 12, Cha 19
Base Atk +7
Feats Defensive Combat Training, Dodge, Iron Will, Mobility, Weapon Finesse
Skills Bluff +10, Diplomacy +5, Fly +25, Perception +11, Sense Motive +11, Stealth +15
Languages Aklo (cannot speak); telepathy 100 ft.
Special Abilities
Neural Pulse (Su) Creatures hit by a brain ooze's tentacle must succeed at a DC 18 Fortitude save or take 1d6 points of Intelligence damage and be staggered for 1d4 rounds. Each time a brain ooze causes Intelligence damage, it gains 5 temporary hit points. The save DC is Constitution-based.
Prescience (Su) Limited precognitive abilities grant a brain ooze a +2 insight bonus on initiative checks, on Reflex saves, and to its Armor Class. Brain oozes are never surprised or flat-footed.
Psychic Noise (Su) The discordant psychic noise emitted by a brain ooze dazes nearby creatures for 1d4 rounds. When a creature begins its turn within the aura, it must succeed at a DC 19 Will save to negate this effect. Whether or not the save is successful, that creature cannot be affected again by the same brain ooze's psychic noise for 24 hours. An affected creature may attempt a new save to shake off the effect at the end of each of its turns. This is a mind-affecting effect. The save DC is Charisma-based.
Two slimy tentacles protrude from the sides of this brain-shaped mass of quivering ooze.

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