Ooze, Infernal Conflagration (CR 13)

Huge Ooze (Evil, Extraplanar, and Fire)
Alignment: Usually lawful evil
Initiative: +3; Senses: Listen +6


AC: 21 (-2 size, +14 natural), touch 8, flat-footed 21
Hit Dice: 15d10+90 (172 hp); DR: 5/bludgeoning and 10/magic
Fort +11, Ref +6, Will +8
Speed: 30 ft., climb 10 ft.
Space: 15 ft./10 ft.
Base Attack +11; Grapple +29
Attack: Slam +20 melee
Full Attack: 2 slams +20 melee
Damage: Slam 3d6+10 plus 1d6 fire
Special Attacks/Actions: Fire in the blood, improved grab, smite good, spell-like abilities
Abilities: Str 31, Dex 8, Con 22, Int 9, Wis 12, Cha 15
Special Qualities: immunity to fire, ooze traits, resistance to cold 10, SR 20, vulnerability to cold
Feats: Ability Focus (fire in the blood); Improved Initiative; Iron Will; Lightning Reflexes; Power Attack; Stealthy; Weapon Focus (slam)
Skills: Climb +14, Hide +12, Listen +6, and Move Silently +12
Advancement: 16-21 HD (Huge)
Climate/Terrain: Nine Hells of Baator
Organization: Solitary
Treasure: Standard

Source: Monster Manual III

Combat

Despite its size, the infernal conflagration ooze is quite stealthy. It prefers to attack from ambush, surprising its prey with its confusion, deep slumber, and hold monster spell-like abilities, then following up with melee attacks (opening with its smite good attack). Infernal conflagration oozes use Power Attack frequently unless their foes prove particularly difficult to hit.

An infernal conflagration ooze's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fire in the Blood (Su): The flaming toxin secreted by an infernal conflagration ooze deals 1d6 points of Constitution damage and 3d6 points of fire damage to a grappled foe. The save DC to resist the toxin is 25.

Smite Good (Su): Once per day the infernal conflagration ooze can make a normal melee attack that deals +15 damage against a good foe.

Spell-Like Abilities: The save DCs for the infernal conflagration ooze's spell-like abilities increase as follows: confusion (DC 16), deep slumber (DC 15), hold monster (DC 17). Caster level 10th.

Variant Conflagration Ooze

Occasionally, those who have encountered conflagration oozes and survived meet others of a similar experience. In the course of comparing their respective war stories, these individuals sometimes discover that the creature they faced had one ability the other group's did not and assume the creatures to have been different monsters entirely. These individuals would be wrong.

Highly magical creatures, some rare conflagration oozes have evolved beyond the abilities normally associated with standard creatures of their species, gaining a new, deadly ability in the process. These conflagration oozes have a death throes special ability that allows them to expose their foes to their deadly fiery toxin even after death. The CR of these variant conflagration oozes is increased by 1, since it's entirely likely that the lethal creatures manage to mortally wound an opponent in the course of their own death.

Death Throes (Ex): When killed, a conflagration ooze explodes in a fiery flash of goo that deals 3d6 points of fire damage and 3d6 points of bludgeoning damage to anything within 20 feet. Creatures that make a DC 17 Reflex save take half damage.

In addition, creatures caught within the blast are exposed to the ooze's fiery toxin. These creatures must make a DC 17 Fortitude save or take 1d4 points of Constitution damage and an additional 2d6 points of fire damage. Only creatures that take damage from the initial blast must make this second save. The save DCs are Constitution-based.

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil 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 an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Fire Subtype

A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.