Ferrofluid Ooze
Source: Alien Archive 3
CR: 2 XP: 600
N Medium ooze
Init.: +2 Senses: blindsight (magnetism) 60 ft., sightless Perception: +7
Defense
HP: 25
EAC: 13 KAC: 15
Fort: +6 Ref: +2 Will: -1
Offense
Speed: 20 ft., climb 20 ft. (magnetic surfaces only)
Melee: pseudopod +10 (1d6+6 B)
Offensive Abilities: magnetic leap (attach)
Statistics
Str: +4 Dex: +2 Con: +1 Wis: +0 Int: — Cha: +0
Skills: Stealth +12
Ecology
Environment: any
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.</p>