Drake, Ooze (CR 12)

Large Dragon (Aquatic, Earth, and Water)
Alignment: Usually lawful evil
Initiative: +0; Senses: darkvision 60 ft., low-light vision, Listen +19, and Spot +19
Languages: Draconic and either Aquan or Terran (50% chance of either)


AC: 21 (-1 size, +12 natural), touch 9, flat-footed 21
Hit Dice: 12d12+60 (141 hp)
Fort +13, Ref +10, Will +10
Speed: 20 ft., burrow 10 ft., fly 50 ft. (clumsy), swim 20 ft.
Space: 10 ft./5 ft.
Base Attack +12; Grapple +22
Attack: Bite +23 melee; or claw +21 melee
Full Attack: Bite +23 melee and 2 claws +21 melee and tail slap +21 melee
Damage: Bite 2d6+7 plus 1d6 acid, claws 1d8+3 plus 1d6 acid, tail slap 1d8+10 plus 1d6 acid
Special Attacks/Actions: Acid, improved grab
Abilities: Str 25, Dex 10, Con 21, Int 8, Wis 14, Cha 11
Special Qualities: Amphibious, immunity to magic sleep effects and paralysis
Feats: Alertness; Flyby Attack Lightning Reflexes; Multiattack; Power Attack
Skills: Bluff +15, Diplomacy +2, Hide +13*, Intimidate +2, Listen +19, Move Silently +17, Search +14, Spot +19, and Swim +7
Advancement: 13-19 HD (Large); 20-29 HD (Huge); 30-36 HD (Gargantuan)
Climate/Terrain: Cold marshes
Organization: Solitary pair, or clutch (3-6)
Treasure: Standard

Source: Draconomicon

Combat

Acid (Ex): An ooze drake's body exudes acid at all time. This acid deals 1d6 points of extra acid damage whenever it hits in melee or, when grappling, during each round when maintains a hold. Only stone is unaffected by this acid.

Creatures or weapons striking an ooze drake also take this damage (no save allowed).

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

Amphibious (Ex): Although ooze drakes are aquatic, they can survive indefinitely on land.

Skills: An ooze drake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take loon a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Ooze drakes have a +2 racial bonus on Hide and Move Silently checks. *The racial bonus on Hide checks improves to +4 when in marsh terrain.

Aquatic Subtype

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.

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.

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.