Ooze, Void (CR 9)
AC: 4 (-5 Dex, -1 size), touch 4, flat-footed 9
Hit Dice: 10d10+80 (135 hp)
Fort +11, Ref +0, Will +0
Speed: Fly 30 ft. (perfect)
Space: 10 ft./5 ft.
Base Attack +7; Grapple +16
Attack: Slam +11 melee
Full Attack: Slam +11 melee
Damage: Slam 2d4+5 plus 1d8 negative energy plus energy drain
Special Attacks/Actions: Energy drain, engulf
Abilities: Str 20, Dex 1, Con 26, Int -, Wis 1, Cha 1
Special Qualities: death ward, ooze traits, shadow shield, split
Climate/Terrain: Negative Energy Plane
Organization: Solitary, midnight (2-7)
Death Ward (Su): A void ooze is protected by a death ward effect at all times, giving it immunity to death spells, magical death effects, energy drain, and any negative energy effects.
Energy Drain (Su): Living creatures hit by a void ooze's slam attack gain one negative level. A void ooze gains 5 temporary hit points for each negative level it bestows.
Engulf (Ex): As a standard action, a void ooze can move over opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the ooze, but if they do so, they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 20 Reflex save or be engulfed; on a success, they are pushed back or aside (their choice) as the ooze moves forward. Engulfed creatures are subject to the ooze's negative energy damage and energy drain each round, and are considered to be grappled and trapped within its body. The save DC is Strength-based.
Shadow Shield (Su): A void ooze is surrounded at all times by a mass of flitting black shadows (the equivalent of a darkness spell, but only covering the void ooze itself). This provides the void ooze with concealment. In addition, the shield is infused with negative energy. Any creature striking the void ooze with a natural weapon or a handheld weapon takes 1d8 points of damage, as does any creature struck by the void ooze. Creatures wielding reach weapons, such as longspears, are not subject to this damage. Creatures with immunity to negative energy effects take no damage from this effect, and undead are healed of damage instead of injured (as by an inflict spell).
Split (Ex): If a void ooze's energy drain attack would increase its hit points to 200 or more, it instead splits into two void oozes, each with 100 hit points, as a free action. The new ooze appears adjacent to its parent. If no space is available, it cannot spawn on this turn (but will do so as soon as space is available).
A void ooze vigorously attacks living creatures with its slam attack and energy drain ability.
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.