Anyway, day 16 of 30 monsters in 30 days brings us . . . another ooze. It's a pillar or column (result of 63), immune to blunt weapons (roll of 56, followed by 13), and attacks via direct contact (result of 62), meaning that it attacks by oozing into a target, rather than striking it with a pseudopod. We're told to roll on the special attacks table (2-79) to determine the attack form. We can also roll on Table 2-43 to come up with a name for our ooze: A 32 and 22 gives us the Gobbling Coalescence.
The roll on the Special Attacks table is a 94, or Stun.
Hmmmm.
Gobbling Coalescence
# encountered: 1d6
% in Lair: 100%
Alignment: Neutral
Movement: 60 (20')
Armor Class: 7
Hit Dice: 5
Attacks: Slam
Damage: 1d8 + stun
Save: F5
Morale: 12
Hoard Class: VII
XP: 200
The dreaded Gobbling Coalescences appear to be solid pillars of stone and grow from between 10 and 20 feet tall (add 1 HD for every foot above 10). They blend in well with their surroundings, and surprise on a roll of 1-4 in 6. Capable of sensing living prey within 60', they attack by falling towards living creatures that come within range (i.e. 10' for a 10' tall column), making an attack roll against an initial target. Once they have made their initial attack the gobbling coalescence begins to roll towards their victims like an enormous, sticky rolling pin, potentially attacking more than one target in a single round (i.e. a 10' coalescence could attack as many individuals as are lined up over 10').
Targets that are struck must take damage and make a Save v. Paralysis or be stunned (move at 1/2 speed, -4 to attack rolls) for 1d4 rounds due to secretions on the ooze's surface. Only warm blooded targets are affected by the coalescence's stunning ooze, and, in fact, they will only attack warm-blooded creatures, so oftentimes grounds of lizardmen, froglings, etc. will use these creatures to guard their lairs.
Alignment: Neutral
Movement: 60 (20')
Armor Class: 7
Hit Dice: 5
Attacks: Slam
Damage: 1d8 + stun
Save: F5
Morale: 12
Hoard Class: VII
XP: 200
The dreaded Gobbling Coalescences appear to be solid pillars of stone and grow from between 10 and 20 feet tall (add 1 HD for every foot above 10). They blend in well with their surroundings, and surprise on a roll of 1-4 in 6. Capable of sensing living prey within 60', they attack by falling towards living creatures that come within range (i.e. 10' for a 10' tall column), making an attack roll against an initial target. Once they have made their initial attack the gobbling coalescence begins to roll towards their victims like an enormous, sticky rolling pin, potentially attacking more than one target in a single round (i.e. a 10' coalescence could attack as many individuals as are lined up over 10').
Targets that are struck must take damage and make a Save v. Paralysis or be stunned (move at 1/2 speed, -4 to attack rolls) for 1d4 rounds due to secretions on the ooze's surface. Only warm blooded targets are affected by the coalescence's stunning ooze, and, in fact, they will only attack warm-blooded creatures, so oftentimes grounds of lizardmen, froglings, etc. will use these creatures to guard their lairs.
Gobbling coalescences take no damage from blunt weapons. Once a target has been slain they roll over it, slowly absorbing into their mass in a process that takes 1d4 turns. If slain, the ooze may contain the indigestible treasures of their previous victims, as they are only capable of dissolving flesh and blood, not bone, metals or gems.
Lair Encounter
A group of a dozen lizardmen have cultivated a pair of Gobbling Coalescences to stand watch inside the entrance to their lair. The pillar-like oozes stand ten feet tall thirty feet within the opening of a cave mouth, beyond which lies the lair of the lizard-folk. Any warm blooded creature that approaches within 10' will be targeted by both oozes.
As a result of their presence the cave floor is preternaturally clean and smooth, totally free of debris. If slain, one ooze contains a small iron box with three gems inside, each worth 75 gold.
Gobbling Coalescence (2). 28, 27 hp