FREQUENCY: Rare
([Cold Wilderness Swamp])
FREQUENCY: Rare
([Cold Freshwater Surface])
FREQUENCY: Rare ([Temperate Wilderness
Swamp])
FREQUENCY: Rare
([Temperate Freshwater Surface])
FREQUENCY: Rare
([Tropical Wilderness Swamp])
FREQUENCY: Rare
([Tropical Freshwater Surface])
NO. APPEARING: 1-2
ARMOR CLASS: 8
MOVE: 1" // 3"
HIT DICE: 4
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-16 <+ paralyzation>
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
<Immune=acid, Immune=cold, Immune=heat,
Immune=fire>
<75% invisible
under water>
<weapons
do only 1 point of damage, wooden weapons must save>
MAGIC RESISTANCE: [SB]
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M to L
LEVEL/X.P. VALUE: IV | 225 + 4
Crystal ooze is a variety of gray
ooze (q.v.) <e> that has adapted to live in water. When immersed,
it is 75%
invisible. <c>
Any dim or dark body of shallow
water can be home to crystal ooze. <c>
It can xist out of water
for several hours.
The attack mode of crystal ooze is
to flow over a victim and exude a
paralyzing poison. The poison causes
damage as indicated above and,
unless a saving throw vs. poison
is successful, the victim is paralyzed
and will be consumed in a short
time. When prey is reduced to -20 hit points,
it has been totally consumed.
Blows from weapons do only 1 point
of damage per hit.
Crystal ooze is unharmed by acid,
cold, heat, or fire.
Electricity does full damage as do magic missiles. <i>
Wooden weapons are affected by the
corrosive poison,
and unless a save vs. acid (per
hit) is used, they will be eaten off and break.
<make note at HP, in the DMG>
<e>