Ooze, Ethereal (CR 10)
AC: 4 (-2 size, -5 Dex, +1 deflection), touch 4, flat-footed 4, or 3 (-2 size, -5 Dex), touch 3, flat-footed 3
Hit Dice: 12d10+72 (138 hp)
Fort +10, Ref -1, Will -1
Speed: 15 ft.
Space: 15 ft./10 ft.
Base Attack +9; Grapple +26
Attack: -, or slam +16 melee
Full Attack: -, or slam +16 melee
Damage: slam 2d6+13 plus 3d6 acid
Special Attacks/Actions: Acid, constrict, engulf, etherealize, improved grab
Abilities: Str 28, Dex 1, Con 22, Int -, Wis 1, Cha 1
Special Qualities: incorporeal, manifestation, ooze traits
Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan)
Climate/Terrain: Any (Ethereal Plane)
Acid (Ex): An ethereal ooze secretes a digestive acid that dissolves flesh. Any melee hit against a creature on the Ethereal Plane deals acid damage.
Blindsight (Ex): An ethereal ooze's entire body is a primitive sensory organ that can ascertain prey by scent, vibration, and sound within 60 feet. An ethereal ooze usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. An ethereal ooze on the Ethereal Plane can ascertain creatures and objects on the Material Plane within 60 feet. Material objects still block sounds from the Material Plane, and a silence spell blocks the ethereal ooze's perception of creatures and object on the Material Plane.
Constrict (Ex): With a successful grapple check (grapple bonus +24), an ethereal ooze can constrict a grabbed opponent, dealing automatic slam and acid damage.
Engulf (Ex): Although it moves slowly an ethereal ooze can simply mow down Large or smaller prey on the Ethereal Plane as a standard action. It cannot make a slam attack on the round it engulfs prey. The ethereal ooze merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the ethereal ooze, but if they do, they are not entitled to a saving throw. Those who do not attempt opportunity attacks must succeed on a Reflex save (DC 20) or be engulfed; on a success they are pushed back or aside (opponent's choice) as the ethereal ooze moves forward. Engulfed creatures are subject to the ooze's constrict damage and are considered grappled and trapped within its body A creature so trapped cannot breathe and must hold its breath or suffocate.
Etherealize (Su): After manifesting on the Material Plane, an ethereal ooze can attempt to etherealize material targets. To do so, it moves over them, covering as many targets of Large size or smaller as it can. These targets can make attacks of opportunity against the ethereal ooze, but it is incorporeal. The ethereal ooze can then make use of its etherealize ability as a standard action. Creatures covered by its body must make a Will saving throw (DC 20) or be drawn into the Ethereal Plane inside the ethereal ooze. Such a creature is then considered engulfed.
Should a victim manage to win its way free of the ethereal ooze on the Ethereal Plane, the ooze continues to attack. Creatures freed of the ooze while ethereal remain in that state, and they must find their own way back to the Material Plane.
Improved Grab (Ex): If an ethereal ooze hits an opponent on the Ethereal Plane that is at least one size category smaller than itself with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +26). If it gets a hold, it constricts on the same round. Thereafter, the ethereal ooze has the option to conduct the grapple normally or simply use its pseudopod to hold the opponent (-20 penalty on grapple check, but the ethereal ooze is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam and acid damage.
Incorporeal Subtype: An ethereal ooze can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An ethereal ooze always moves silently and cannot be heard with Listen checks if it does not wish to be.
Manifestation (Su): An ethereal ooze dwells on the Ethereal Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world (except that it can be targeted by force effects and abjurations that originate on the Material Plane). When an ethereal ooze manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ooze cannot harm material opponents except by using its etherealize ability. A manifested ooze remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ooze can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ethereal ooze's incorporeality helps protect it from foes on the Material Plane, but not foes on the Ethereal Plane.
Much like a ghost, an ethereal ooze lurks in material form on the Ethereal Plane until it detects a creature on the Material Plane large enough to attract its interest (at least Small in size). The ethereal ooze then manifests and moves toward the creature, hoping to move over it incorporeally and become ethereal before it can run away
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.
Some creatures are incorporeal by nature, while others (such as those that become ghosts) can acquire the incorporeal subtype. An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It has immunity to all nonmagical attack forms. Even when hit by spells, including touch spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Non-damaging spell attacks affect incorporeal creatures normally unless they require corporeal targets to function (such as the spell implosion) or they create a corporeal effect that incorporeal creatures would normally ignore (such as a web or wall of stone spell). Although it is not a magical attack, a hit with holy water has a 50% chance of affecting an incorporeal undead creature.
An incorporeal creature's natural weapons affect both in incorporeal and corporeal targets, and pass through (ignore) corporeal natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Attacks made by an incorporeal creature with a nonmagical melee weapon have no effect on corporeal targets, and any melee attack an incorporeal creature makes with a magic weapon against a corporeal target has a 50% miss chance except for attacks it makes with a ghost touch weapon, which are made normally (no miss chance).
Any equipment worn or carried by an incorporeal creature is also incorporeal as long as it remains in the creature's possession. An object that the creature relinquishes loses its incorporeal quality (and the creature loses the ability to manipulate the object). If an incorporeal creature uses a thrown weapon or a ranged weapon, the projectile becomes corporeal as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items possessed by an incorporeal creature work normally with respect to their effects on the creature or another target. Similarly, spells cast by an incorporeal creature affect corporeal creatures normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid object but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects a square adjacent to its current location, but enemies have total concealment from an incorporeal creature that is inside an object. In order to see clearly and attack normally, a incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creature cannot make trip or grapple attacks against corporeal creatures, nor can they be tripped or grappled by such creatures. In fact, they cannot take any physical action that would move or manipulate a corporeal being or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.