Ooze, Lava (CR 5)

Large Ooze (Fire)
Alignment: Always neutral
Initiative: -5 (Dex)

AC: 4 (-1 size, -5 Dex), touch 4, flat-footed 9
Hit Dice: 8d10+84 (128 hp)
Fort +9, Ref -3, Will -3
Speed: 10 ft., climb 10 ft.
Space: 10 ft./5 ft.
Base Attack +6; Grapple +14
Attack: Slam +9 melee
Full Attack: Slam +9 melee
Damage: Slam 1d6+6 plus 2d6 fire
Special Attacks/Actions: Burn, constrict 1d6+6 plus 2d6 fire, improved grab
Abilities: Str 19, Dex 1, Con 24, Int -, Wis 1, Cha 1
Special Qualities: immunity to fire, ooze traits, vulnerability to cold
Feats: -
Skills: Climb +12
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Climate/Terrain: Underground
Organization: Solitary
Treasure: No coins; 50% goods (gems only); no items

Source: Sandstorm


A lava ooze flows through tunnels, melting and consuming stone and metal that it engulfs. It is able to detect high concentrations of nutritious minerals, and characters wearing heavy armor are at risk of becoming a meal. (The ooze does not mind ingesting organic material along with the metal.)

Burn (Ex): A lava ooze's body has the temperature and consistency of thick lava. With a successful slam attack, the ooze leaves behind some of its substance and might set flesh and clothing aflame. A struck creature must make a DC 21 Reflex save or catch on fire. The flames burn for 1d4 rounds. The save DC is Constitution-based.

Creatures that strike a lava ooze with a natural weapon or an unarmed attack take 2d6 points of fire damage and catch on fire unless they succeed on a Reflex save.

Constrict (Ex): A lava ooze deals automatic slam and fire damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a lava 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. A creature grappled by the ooze automatically takes fire damage each round, even if it avoids taking slam damage.

Skills: A lava ooze receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

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.