Ferrofluid Magneto-Cluster

Source: Alien Archive 3

CR: 12 XP: 19,200

N Large ooze

Init.: +4 Senses: blindsight (magnetism) 60 ft., sightless Perception: +22

Defense

HP: 200

EAC: 26 KAC: 28

Fort: +16 Ref: +12 Will: +9

Offense

Speed: 20 ft., climb 20 ft. (magnetic surfaces only)

Melee: pseudopod +25 (6d4+20 B)

Offensive Abilities: magnetic leap (attach or engulf [6d4 + 20 B]), polarity shift

Statistics

Str: +8 Dex: +4 Con: +5 Wis: +0 Int:Cha: +0

Skills: Stealth +27

Ecology

Environment: urban

Organization: solitary

Special Abilities

<p><b>Demagnetization (Ex)</b> If a ferrofluid ooze takes fire damage, any creature to which the ooze is attached is released. In addition, until the end of the ooze’s next turn, its magnetic field aura has no effect, and it can’t use magnetic leap.<br/><br/> <b>Magnetic Field (Ex)</b> A ferrofluid ooze is surrounded by a constant magnetic field that interferes with nearby technological equipment. Each time a creature within the field attacks with a technological weapon, it must succeed at a Strength check (DC = 10 + 1/2 the ooze’s CR) or take a –2 penalty to its attack.<br/><br/> <b>Magnetic Leap (Ex)</b> As a move action every 1d4 rounds, a ferrofluid ooze can move adjacent to a creature within its magnetic field that is either a technological construct or wearing or wielding technological equipment. This movement does not provoke attacks of opportunity. The ooze then automatically attaches to that creature, as per the attach universal creature rule. If the target creature is at least one size smaller, the ooze automatically engulfs the target (as per the engulf universal creature rule) instead of attaching to it.<br/><br/> <b>Polarity Shift (Ex)</b> Once per day as a full action, a ferrofluid magneto-cluster can shift the polarity of its magnetic field, causing it to briefly repulse magnetic objects. Each creature must attempt a DC 19 Reflex save for each technological item it is holding to avoid dropping it in an adjacent square. In addition, each creature that is a technological construct or wearing technological armor must succeed at a DC 19 Fortitude save or be knocked prone.</p>

Description