Living Holy Word (CR 13)

Huge Ooze (Good)
Alignment: Always neutral evil
Initiative: +2 (Dex)


AC: 17 (-2 size, +2 Dex, +7 deflection), touch 17, flat-footed 15
Hit Dice: 13d10+39 (110 hp); DR: 10/magic
Fort +14, Ref +13, Will +13
Speed: 20 ft.
Space: 15 ft./10 ft.
Base Attack +9; Grapple +20
Attack: Slam +10 melee
Full Attack: Slam +10 melee
Damage: Slam 1d8+4 plus spell effect
Special Attacks/Actions: holy word, engulf
Abilities: Str 17, Dex 14, Con 17, Int -, Wis 14, Cha 17
Special Qualities: ooze traits; SR 23
Feats: -
Skills: -
Advancement: -
Climate/Terrain: any
Organization: solitary
Treasure: none

Source: Monster Manual III

A living holy word has the same statistics and abilities as a living blasphemy, but it has the good descriptor instead of the evil descriptor, and its spell effect ability affects nongood creatures.

Target's HDeffect
13deafened
9-12blinded
4-8paralyzed
3 or lesskilled

Deafened: the creature is deafened for 1d4 rounds.

Blinded: the creature is blinded for 2d4 rounds.

Paralyzed: the creature is paralyzed and helpless for 1d10 minutes.

Killed: living creatures die. Undead are destroyed.

The effects are cumulative and concurrent.

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).