Ooze, Brine (CR 6)
Alignment: Always neutral
Initiative: -5 (Dex)
AC: 3 (-2 size, -5 Dex), touch 3, flat-footed 3
Hit Dice: 12d10+84 (150 hp)
Fort +11, Ref -1, Will -1
Speed: 10 ft., swim 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 dessication
Special Attacks/Actions: Constrict 1d8+4 plus dessication, dessicating impact, improved grab
Abilities: Str 17, Dex 1, Con 24, Int -, Wis 1, Cha 1
Special Qualities: camouflage, immunity to dessication, ooze traits, split
Skills: Hide -13* and Swim +11
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Climate/Terrain: Warm deserts
A brine ooze hunts much as a crocodile does, relying on camouflage to let prey get close, then grabbing with its pseudopods.
Camouflage (Ex): A brine ooze can spread itself out in a shallow depression that resembles a pool of water anywhere from 15 to 30 feet across. It is difficult to determine the true nature of the creature, requiring a DC 20 Spot check. A creature that touches the "pool" is automatically affected by the ooze's dehydrating impact.
Constrict (Ex): A brine ooze deals automatic slam and dessication damage with a successful grapple check.
Dessicating Impact (Ex): Each time a brine ooze hits a living creature with its slam attack, the opponent must make a DC 23 Fortitude save or take 4d6 points of dessication damage as moisture is evaporated from its body. This impact is especially devastating to plants and elementals with the water subtype, which take 4d8 points of damage on a failed save instead. A successful save reduces the dessication damage by half, although the creature still takes normal damage from the slam. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, a brine ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Immunity to Dessication (Ex): A brine ooze has immunity to any spell or effect that deals magical dessication damage, as well as to any damage that results from failed Constitution checks to resist the effects of dehydration. A brine ooze cannot become dehydrated.
Split (Ex): Slashing and piercing weapons deal no damage to a brine ooze. Instead, the creature splits into two identical oozes, each with half the original's current hit points (round down). A brine ooze with 10 hit points or fewer cannot be further split and dies if it is reduced to 0 hit points.
Skills: A brine ooze gains 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. *A brine ooze has a +12 bonus on Hide checks when immersed in water.