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Advanced Living Electric Loop

Living Spell
N Large Ooze
Init -1; Senses Blindsight; Listen +0, Spot +0

AC 11 (-1 Dex, +2 Deflection), Touch 11, Flat-Footed 11
hp 65 (10 HD); DR 10/magic
Immune Mind affecting effects, poison, sleep effects, paralysis, polymorph, and stunning; SR 20
Fort +6, Ref +4, Will +4
Speed 20 ft.
Melee Slam +7 1d6+1+electric loop
Space/Reach 10 ft. x 10 ft./5 ft.
Base Atk +6; Grp +9
Atk Options Electric Loop, Engulf

Abilities Str 12, Dex 9, Con 12, Int --, Wis 9, Cha 12
SQ Ooze Traits
Feats
Skills Listen +0, Spot +0
Electric Loop (Su) -- A creature struck by a living electric loop takes an additional 5d6 points of electrical damage (Reflex save DC 15 for half damage). A creature that fails its Reflex save must make a successful Will save (DC 15) or be stunned for 1 round.
Engulf (Ex) -- A living spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw. Those how do not attempt attacks of opportunity must succeed on a Reflex save (DC 13) or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of electric loop each round on the living spell's turn, and are considered to be grappled and trapped within its body.
Height 6 ft.; Weight 800 lbs.; Hair None; Skin Black;

CR 7

Encounter Treasure

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Race keywords: Living Spell
Class keywords:
Sourcebooks: Eberron Campaign Setting, Monster Manual, Spell Compendium

— Contributed by Guild Lieutenant Guildmaster

 

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