Ooze, Crystal (CR 4)
Initiative: -5 (Dex)
AC: 5 (-5 Dex), touch 5, flat-footed 10
Hit Dice: 4d10+10 (32 hp)
Fort +1, Ref -4, Will -4
Speed: 5 ft., swim 10 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: Slam +3
Full Attack: Slam +3
Damage: 4d4 (acid)
Special Attacks/Actions: Acidic poison
Abilities: Str 10, Dex 1, Con 10, Int -, Wis 1, Cha 1
Special Qualities: transparency, ooze
Climate/Terrain: Any damp/water
Organization: Solitary or pair
Acidic poison (Ex): The "skin" of a crystal ooze secretes a poisonous, corrosive substance. All melee hits cause acid damage. In addition, the poison paralyzes all who fail their Fortitude saves (DC 12) for 2d6 hours, or until the poison is negated. Crystal ooze acid harms flesh and wood.
Transparency (Ex): Crystal oozes are naturally transparent. Although they are fairly easy to see when on land, where their non-color distorts the terrain much as a translucent block of glass does, they are very hard to spot when submerged. As such, they increase the difficulty of Spot checks made against them by +10. This is not equivalent to use of the Hide skill, since the ooze need make no effort to use this ability.
Ooze (Ex): As well as those characteristics common to oozes in general, crystal oozes are immune to acid, cold, heat, and fire. Magic missiles and lightning inflict full damage, but weapon blows inflict but one point of damage per hit.
Crystal oozes exude pseudopods, attempting to paralyze victims so that they can flow over them to envelop and devour. Each pseudopod does not inflict any normal damage, for the attack is not delivered with force. Instead, the ooze relies on its poisonous nature to incapacitate potential victims.