Behir, Ooze Element* (CR 10)

Huge Elemental (Earth, Extraplanar, and Water)
Alignment: Neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., low-light vision, scent, Listen +4, and Spot +4
Languages: Aquan, Common, Terran


AC: 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Hit Dice: 9d8+54 (94 hp); DR: 5/magic
Fort +11, Ref +7, Will +5
Speed: 40 ft., climb 15 ft., swim 50 ft.
Space: 15 ft./10 ft.
Base Attack +6; Grapple +19
Attack: bite +15 melee
Damage: melee bite 2d4+12 plus 1d6 acid
Special Attacks/Actions: Cleave, Power Attack, acid, constrict (2d8+8 plus 1d6 acid), improved grab, rake (1d4+4 plus 1d6 acid), swallow whole, breath weapon
Abilities: Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12
Special Qualities: Elemental traits (immune to critical hits, electricity, flanking, paralysis, petrification, poison, sleep effects, sneak attacks, stunning), can't be tripped
Feats: Alertness, Cleave, Power Attack, Track,
Skills: Climb +16, Hide +5, Jump +12, Listen +4, Spot +4, Survival +2, and Swim +16
Advancement: 10-14 HD (Huge); 14-27 (Gargantuan)
Climate/Terrain: Elemental Plane of Earth and Elemental Plane of Water
Organization: Solitary
Treasure: None

Source: Dragon #347

Combat

Acid (Ex): An ooze element behir secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit deals acid damage, and the opponent's armor and clothing dissolve and become useless immediately unless the opponent succeed on DC 19 Reflex saves. A metal or wooden weapon that strikes an ooze element behir also dissolves immediately unless it succeeds on a DC 19 Reflex save. The save DCs are Constitution-based.

The ooze element behir's acidic touch deals 19 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Breath Weapon (Su): 20-foot line, once every 10 rounds, damage 7d6 electricity, Reflex DC 19 half. The save DC is Constitution-based.

Constrict (Ex): At ooze element behir deals 2d8+8 points of damage plus 1d6 points of acid damage with a successful grapple check. It can make six rake attacks against a grappled foe as well.

Improved Grab(Ex): To use this ability an ooze element behir must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round.

Rake (Ex): Six claws, attack bonus +15 melee, damage 1d4+4 plus 1d6 acid.

Swallow Whole (Ex): An ooze element behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent.

A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the behir's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. An ooze element behir's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Skills: An ooze element has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. It also has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Earth Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Water Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.

This is a sample creature derived from a Template.