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Demon, Omox

CR 12.00 Outsider CE Medium HD 13
This rancid-smelling mound of animated ooze has about its shifting countenance the hideous shape of a half-melted man.

Amorphous beings of living slime, these repulsive demons lurk in fetid pools and lakes of filth, eager to drown unwary passersby. When summoned to the Material Plane, omoxes typically guard places of sacred filth or waters watched over by cults of Jubilex, the demon lord with which these foul demons are most commonly associated.

A typical omox stands 7 feet tall and weighs 1,200 pounds. They form from the souls of those who destroyed beautiful things in life, or who befouled and desecrated objects of purity.

HP
162 (13d10+91)
AC
28, touch 18, flat-footed 20 (+7 Dex, +1 dodge, +10 natural)
Init
+11
Speed
40 ft., climb 20 ft., swim 80 ft.
Fort
+15
Ref
+13
Will
+12
BAB
+13
CMB
+21
CMD
39 (can't be tripped)
Melee
2 slams +21 (1d6+8 plus 3d6 acid and grab)
Ranged
slime +20 (1d6 plus 3d6 acid and entangle)
DR
10/good
SR
23
Racial Modifiers
+16 Escape Artist, +8 Perception, +10 Stealth when submerged
str
26
+8
dex
25
+7
con
24
+7
int
15
+2
wis
19
+4
cha
18
+4

Weapons: Martial, Simple

Smothering — An omox can use its grab ability against a creature of any size. When it grabs a foe, it attempts to flow over and into the victim's mouth and nose to smother it. Each round the omox maintains its grapple, its victim cannot breathe or speak. See page 445 of the Pathfinder RPG Core Rulebook for rules on how long a victim can hold its breath and the consequences of suffocation.

Universal Monster Rules

Amorphous Ex from Universal Monster Rule
The creature's body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits.
Amphibious Ex from Universal Monster Rule
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Compression Ex from Universal Monster Rule
The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
Grab (slams) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.

Special Abilities

Entangle (slime) from rider
Smothering from text
An omox can use its grab ability against a creature of any size. When it grabs a foe, it attempts to flow over and into the victim's mouth and nose to smother it. Each round the omox maintains its grapple, its victim cannot breathe or speak. See page 445 of the Pathfinder RPG Core Rulebook for rules on how long a victim can hold its breath and the consequences of suffocation.

Feats, Traits & Items

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Spring Attack from Feat

As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Vital Strike from Feat

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Acrobatics +23 (+27 jump), Climb +32, Escape Artist +23, Knowledge (dungeoneering) +18, Knowledge (planes) +18, Perception +28, Sense Motive +20, Stealth +23 (+33 when submerged), Swim +32

spell-like abilities:
At will—Create Water, At will—Teleport, Greater, At will—Telekinesis (DC 19), 3/day—Gaseous Form, 3/day—Control Water, 3/day—Poison (DC 17), 3/day—Stinking Cloud (DC 17), 1/day—Acid Fog
Details
Type
Outsider
Alignment
CE
Size
Medium
Environment
any (the Abyss)
Organization
solitary or clot (2-6)
Treasure
standard
Senses
darkvision 120 ft.; Perception +28
Languages
Abyssal, Celestial, Draconic; telepathy 100 ft.
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
15 House/Core
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Uses feat: Spring Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Vital Strike (Feat) — core content under OGL 1.0a
  • Knows spell: Create Water (Spell) — core content under OGL 1.0a
  • Knows spell: Teleport, Greater (Spell) — core content under OGL 1.0a
  • Knows spell: Telekinesis (Spell) — core content under OGL 1.0a
  • Knows spell: Gaseous Form (Spell) — core content under OGL 1.0a
  • Knows spell: Control Water (Spell) — core content under OGL 1.0a
  • Knows spell: Poison (Spell) — core content under OGL 1.0a
  • Knows spell: Stinking Cloud (Spell) — core content under OGL 1.0a
  • Knows spell: Acid Fog (Spell) — core content under OGL 1.0a
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