Demon, Omox
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)
- Speed
- 40 ft., climb 20 ft., swim 80 ft.
- Init
- +11
- Melee
- 2 slams +21 (1d6+8 plus 3d6 acid and grab)
- Ranged
- slime +20 (1d6 plus 3d6 acid and entangle)
- BAB
- +13
- CMB
- +21
- CMD
- 39 (can't be tripped)
- Fort
- +15
- Ref
- +13
- Will
- +12
- DR
- 10/good
- SR
- 23
- Racial Modifiers
- +16 Escape Artist, +8 Perception, +10 Stealth when submerged
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.
Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Vital Strike
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> 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.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
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
- 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
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Spring Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Create Water (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Telekinesis (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Gaseous Form (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Control Water (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Poison (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stinking Cloud (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Acid Fog (Spell)House/Core — covered by the site's Section 15.
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