Ooze, Toxic (CR 3)
Alignment: Always neutral
Initiative: -3 (Dex)
AC: 7 (-3 Dex), touch 7, flat-footed 10
Hit Dice: 3d10+18 (34 hp)
Fort +7, Ref -2, Will -4
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: slam +4 melee
Damage: Melee slam 1d6+2 plus 1d6 acid
Special Attacks/Actions: acid, viscous slime
Abilities: Str 14, Dex 5, Con 23, Int -, Wis 1, Cha 1
Special Qualities: Immune acid, ooze traits, toxic fumes
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Climate/Terrain: Any land and underground
Acid (Ex) A toxic ooze's slam attack deals an additional 1d6 points of acid damage against both the creature struck and any armor worn. Creatures also take this extra damage when attacking the ooze with natural weapons or unarmed strikes, as do any weapons used to strike the ooze. Flesh, wood, and metal are all vulnerable, although stone and glass are not. Against vulnerable materials, toxic ooze acid ignores up to S points of object hardness. Other materials are immune. Creatures affected by a toxic oozes acid must also save against its viscous slime (see below).
Viscous Slime (Ex) The acid of a toxic ooze is very sticky. Any creature or object damaged by a toxic ooze's acid must make a DC 17 Reflex save or have a blob of the acid stick, dealing an additional 1d6 points of acid damage per round for the next 1d4 rounds. A creature may spend a full-round action to scrape the viscous slime from itself or an object in its possession, gaining a new Reflex save to throw off the effect at a +4 bonus. The save DC is Constitution-based.
Toxic Fumes (Ex) Toxic oozes exude acidic fumes that act as an inhaled poison. Creatures within 5 feet of a toxic ooze must make a DC 17 Fortitude save or become sickened for 1 minute and take 1 point of Constitution damage. There is no secondary damage. Successful or not, a creature must save against this ability no more often than once per minute of exposure. The save DC is Constitution-based.