Advanced Living Enfeebling Color Spray
N Medium Ooze
Blindsight; Listen +0, Spot +0
11 (-1 Dex, +2 Deflection), Touch 11, Flat-Footed 11
32 (5 HD); Damage Reduction 10/magic
Immunity to Mind affecting effects, poison, sleep effects, paralysis, polymorph, and stunning;
Slam +4 melee (1d4+1 + color spray
+ ray of enfeeblement
Color Spray, Ray of Enfeeblement, Engulf
Str 12, Dex 9, Con 12, Int --, Wis 9, Cha 12
Listen +0, Spot +0
(Su) -- A creature struck by the living color spray needs to make a Fortitude save (DC 12). Those that fail the Fortitude save are affected according to its hit dice --
2 HD or less
-- The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round (only living creatures are knocked unconscious).
3 or 4 HD
-- The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD
-- The creature is stunned for 1 round.
Ray of Enfeeblement
(Su) -- A creature hit by a living enfeebling color spray takes a penalty to its Strength equal to 1d6+5 for 5 minutes.
(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 12) 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 color spray
each round on the living spell's turn, and are considered to be grappled and trapped within its body.