Entu Colony

Source: Alien Archive 4

CR: 1/2 XP: 200

N Small ooze

Init.: +0 Senses: blindsight (emotion) 60 ft. Perception: +4

Defense

HP: 12

EAC: 10 KAC: 11

Fort: +2 Ref: -2 Will: +1

Offense

Speed: 30 ft.

Melee: tactical baton +4 (1d4 B)

Offensive Abilities: None

Statistics

Str: -2 Dex: +0 Con: +1 Wis: +1 Int: +2 Cha: +3

Skills: Diplomacy +9, Life Science +9, Sense Motive +9, Stealth +4

Languages: Common; limited telepathy 30 ft.

Gear: tactical baton

Ecology

Environment: any

Organization: solitary, pair, or growth (3—20)

Special Abilities

<p><b>Limited Ooze Benefits (Ex)</b> Entu colonies gain a +2 racial bonus on saving throws against illusion, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it’s effective against oozes.<br/> <b>Tactical Symbiosis (Ex)</b> Once per day as a standard action, an entu colony can temporarily merge a portion of themself with a willing non-entu colony creature they’ve telepathically communicated with and can touch. This symbiosis lasts until the beginning of the entu colony’s next turn; during this time the entu colony can’t take any actions but can use each of the following abilities once. A creature can benefit from only one tactical symbiosis at a time.<br/> <i>Cellular Restoration:</i> Restore a number of Hit Points to the host equal to twice the entu colony’s CR or level.<br/> <i>Improve Condition:</i> Grant the host an additional save against an ongoing affliction with a +2 circumstance bonus.<br/> <i>Synaptic Pulse:</i> Grant the host a +2 circumstance bonus to Reflex saves until the entu colony’s next turn.</p>

Description