Paraelemental, Ooze-Medium (CR 3)
AC: 18 (+1 Dex, +8 natural), touch 11, flat-footed 17
Hit Dice: 4d8+12 (30 hp)
Fort +7, Ref +2, Will +1
Speed: 20 ft., swim 50 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: Slam +6 melee
Full Attack: Slam +6 melee
Damage: Slam 1d8+4 and 1d6 acid
Special Attacks/Actions: Acid
Abilities: Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Special Qualities: Elemental
Feats: Power Attack
Skills: Listen +7 and Spot +7
Advancement: 5-7 HD (Medium-size)
Climate/Terrain: Any land and underground
Manual of the Planes
Acid (Ex): An ooze paraelemental's muck is highly acidic and can rapidly dissolve organic material and metal. Any melee hit deals acid damage. The paraelemental's acid deals 40 points of damage per round to metal or wooden objects. Armor or clothing dissolves and becomes useless immediately unless it succeeds at a Reflex save (DC 13). A metal or wooden weapon that strikes an ooze paraelemental also dissolves immediately unless it succeeds at a Reflex save.
If an ooze paraelemental successfully grapples an opponent, the opponent's armor must likewise make a Reflex save at a -4 penalty or dissolve into uselessness.
Ooze paraelementals relish combat against most humanoid foes, because their acid can melt weapons.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.