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>