Living Ferroplasm (CR 14)
Alignment: Always neutral
Initiative: +5; Senses: blindsight
AC: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Hit Dice: 13d10+39 (110 hp); DR: 10/-
Fort +7, Ref +5, Will +3
Speed: 10 ft., climb 5 ft.
Space: 10 ft./5 ft.
Base Attack +9; Grapple +17
Attack: Slam +13 melee (1d6+6/19-20)
Special Attacks/Actions: Frightful presence, psionics, Wisdom damage
Abilities: Str 18, Dex 13, Con 16, Int 8, Wis 9, Cha 15
Special Qualities: Alternate forms, ooze traits
Feats: Dodge; Improved Critical (slam); Improved Initiative; Mobility; Weapon Focus (slam)
Skills: Climb +22, Hide +9, and Move Silently +11
Advancement: 14-17 HD (Large); 17-33 HD (Huge); 34-65 HD (Gargantuan)
Climate/Terrain: Any land and underground
Frightful Presence (Ex): The sight of the living ferroplasm changing forms is unsettling to those who witness it. Anyone within 30 feet when it changes must make a Will save (DC 18) or become shaken for 5d6 rounds (-2 morale penalty, see Chapter 8 of the Dungeon Master's Guide). Those with equal or greater Hit Dice or levels than the living ferroplasm automatically make their save.
Psionics (Sp): At will - chameleon, demoralize (Will save DC 11), detect psionics, negate psionics; 3/day - planeshift (Will save DC 21). These abilities are manifested as an 18th-level psion.
Attack/Defense Modes (Sp): At will - mind thrust, ego whip/mental barrier.
Wisdom Damage (Su): Any successful attack made by the living ferroplasm causes 1d4 points of temporary Wisdom damage. Any creature reduced to Wisdom 0 withdraws into a deep sleep filled with nightmares and is helpless.
Alternate Forms (Su): As noted, living ferroplasm is usually found in its ooze state. It typically has two other forms, though rare tomes speak of these creatures as being capable of countless others. The two typical alternate forms are that of a bipedal humanoid and something akin to a spider. Changing forms is a standard action.
Ooze Traits: An ooze is blind (blindsight 60 ft.) and immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. It is immune to poison, sleep effects, paralysis, stunning, and polymorphing. It is not subject to critical hits or flanking.
*The living ferroplasm receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. The living ferroplasm also has a +8 bonus on Hide and Move Silently checks.
Living ferroplasms usually attack only if they detect psionic activity. They use both physical attacks and psionics to overcome their prey. They are quick to flee, though, when incapacitated physically or when reduced to less than half hit points.