Ooze, Bone (CR 21)
Alignment: Always neutral
Initiative: -5 (Dex)
AC: 1 (-4 size, -5 Dex), touch 1, flat-footed 1
Hit Dice: 20d10+180 (290 hp); DR: 15/magic, bludgeoning
Fort +15, Ref +1, Will +1
Speed: 20 ft.
Space: 20 ft./15 ft.
Base Attack +15; Grapple +42
Attack: Slam +26 melee
Full Attack: 2 slams +26 melee
Damage: Slam 2d8+15 plus ability drain plus wounding
Special Attacks/Actions: Ability drain, bone meld, engulf wounding
Abilities: Str 40, Dex 1, Con 28, Int -, Wis 1, Cha 1
Special Qualities: ooze traits, SR 32
Advancement: 21-30 HD (Gargantuan); 31-60 HD (Colossal)
Climate/Terrain: Any underground
Monster Manual II
A bone ooze attacks by slamming opponents or by rolling over them. It tries to engulf opponents whenever possible, so that it can use its bone meld. A bone ooze's attacks also cause bleeding wounds.
Ability Drain (Ex): A successful slam attack from a bone ooze absorbs some of the victim's bone structure. Any melee hit deals 1d6 Strength drain, 1d6 Dexterity drain, and 1d6 Constitution drain. On a critical hit, it drains twice that amount from each affected score. A bone ooze heals 5 points of damage it has taken (10 on a critical hit) whenever it drains abilities. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points for 1 hour.
Bone Meld (Ex): Once per round, a bone ooze can attempt to absorb the skeleton of an engulfed creature into its own mass, pulling the bones out through the flesh. The victim must make a successful Fortitude save (DC 35) or die. After 1d3 rounds, the bone ooze leaves behind the fleshy parts of the victim and any treasure he or she carried.
Engulf (Ex): A bone ooze can simply bowl over Huge or smaller creatures as a standard action. This attack affects as many opponents as the creature's body can cover. Each target can make either an attack of opportunity against the bone ooze or a Reflex save (DC 35) to avoid being engulfed. A successful saving throw indicates that the target has been pushed back or aside (target's choice) as the ooze moves forward. A bone ooze cannot make a slam attack during a round in which it attempts to engulf but each creature engulfed is considered grappled and trapped within the bone ooze's body. Such a creature takes automatic slam, ability drain, and wounding damage upon being engulfed and each succeeding round that it remains trapped. In the next round after engulfing, the bone ooze can attempt a bone meld attack.
Wounding (Ex): Because of the bone shards the creature's body contains, a bone ooze's slam or engulf attack causes a wound that bleeds for 5 points of damage per round thereafter, in addition to the attack's normal damage. Multiple wounds from the creature result in cumulative bleeding points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 15) or the application of a cure spell or some other healing spell (heal, healing circle, or the like).
Blindsight (Ex): A bone 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. The bone ooze usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Ooze Traits: A bone ooze is immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or flanking.