CRYSTAL OOZE

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>