Bloodbloater (CR 1)
Medium Ooze (Aquatic and Swarm)
Alignment: Always neutral
Initiative: +1 (Dex)
AC: 11 (+1 Dex), touch 11, flat-footed 10
Hit Dice: 2d10+12 (22 hp)
Fort +6, Ref +1, Will -5
Speed: 5 ft., swim 30 ft.
Space: 5 ft./0 ft.
Base Attack +1; Grapple +1
Full Attack: Swarm
Damage: Swarm 1d6 plus 1 Str damage/0
Special Attacks/Actions: Blood drain, distraction
Abilities: Str 10, Dex 13, Con 22, Int -, Wis 1, Cha 1
Special Qualities: Amphibious, fire vulnerability, ooze traits, swarm traits
Skills: Swim +8
Climate/Terrain: Any water
Aquatic oozes attack any creatures they encounter with little regard to their own safety
Blindsight (Ex): An ooze is blind, but blindsight allows it to maneuver and fight as well as a sighted creature. Through this ability, it can discern objects and creatures within 60 feet. An ooze usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
A bloodbloater swarm simply swims around or slithers over its target and begins to drain blood at a shocking rate. Bloodbloaters have no concept of satiation; upon becoming engorged on blood (and turning milky red in color), they continue to feed as excess blood is forced out of their bodies and into the surrounding water.
Blood Drain (Ex): Once each round that a bloodbloater swarm deals at least 1 point of damage to a victim, it also drains blood and causes 1 point of Strength damage.
Distraction (Ex): Any non-mindless creature vulnerable to the swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10) negates the effect. Spellcasting or concentrating on spells within the area of a bloodbloater swarm requires a Concentration check (DC 20 + spell level). Using skills involving patience and concentration requires a Concentration check (DC 20).
Ooze Traits: Aquatic oozes are immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. They are not subject to critical hits or flanking.
Swarm Traits (Ex): Not subject to critical hits or flanking. Immune to mind-affecting spells. Immune to damage from all weapons. Immune to single-target spells. Vulnerable to area effects. Does not threaten nearby squares.
Skills: Aquatic oozes have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature.
A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent's space, which provokes attacks of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes attacks of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.
A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. (A swarm of 15,000 centipedes is ten centipede swarms, each swarm occupying a 10-foot square.) The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.
Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage.
Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures (see Winds, page 95 of the Dungeon Master's Guide). For example, a swarm of locusts (a swarm of Diminutive creatures) can be blown away by a severe wind. Wind effects deal 1d6 points of nonlethal damage to a swarm per spell level (or Hit Dice of the originating creature, in the case of effects such as an air elemental's whirlwind). A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its nonlethal damage.
Swarm Attack: Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm's statistics block has "swarm" in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.
|Swarm HD||Swarm Base Damage|
|21 or more||5d6|
A swarm's attacks are nonmagical, unless the swarm's description states otherwise. Damage reduction sufficient to reduce a swarm attack's damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.
Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
Distraction (Ex): Any living creature vulnerable to a swarms damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm's HD + swarm's Con modifier; the exact DC is given in a swarm's description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.