Quantum Slime

Source: Alien Archive 3

CR: 15 XP: 51,200

N Medium ooze

Init.: +5 Senses: blindsight (vibration) 60 ft., sightless Perception: +26

Defense

HP: 200

EAC: 28 KAC: 29

Fort: +15 Ref: +11 Will: +16

Offense

Speed: fly 30 ft. (Su, average)

Melee: quantum tendril +24 (4d6+22 E & F; critical quantum push [DC 23])

Offensive Abilities: None

Spell-like Abilties: (CL 15th; melee +24, ranged +22)

Statistics

Str: +7 Dex: +5 Con: +9 Wis: +0 Int:Cha: +0

Skills: Acrobatics +26, Stealth +31

Ecology

Environment: any

Organization: solitary or pair

Special Abilities

<p><b>Quantum Push (Su)</b> When a quantum slime scores a critical hit with its quantum tendril, it teleports the target to a space within 30 feet of its original position that the slime has line of effect to. The target can attempt a DC 23 Will saving throw to negate this effect; if the slime is attempting to teleport the target into a harmful position (such as into a square that is on fire or filled with a cloud of acid), the target receives a +4 circumstance bonus to the saving throw.<br/><br/> <b>Quantum Superposition (Su)</b> Three times per day as a move action, a quantum slime can form a quantum-entangled copy of itself within 15 feet. The copy is identical to the original slime, including any ongoing bonuses, penalties, or effects with the same remaining duration, and the two slimes share a single pool of Hit Points, uses of spell-like abilities per day, and initiative count. The two slimes count as a single creature for the number of actions they can perform each round, and share the total number of actions between themselves (for instance, one slime can take a move action to move while the other slime takes a standard action to attack); if the slimes take a full action to make a full attack, each slime can attack once with the standard –4 penalty. If a foe attempts to cast a spell that affects both slimes, it must attempt to overcome the spell resistance of each slime, as if the slimes were two different creatures; if the foe fails to overcome the spell resistance of one of the slimes, neither is affected by the spell. If the two slimes are caught in an area effect that doesn’t allow for spell resistance, each one attempts a saving throw (if allowed), and the two slimes use the result of the highest saving throw, though if the spell deals damage, the slimes take damage only once. Any condition successfully imposed on one slime or action taken by one slime to affect itself (such as fighting defensively) affects both copies. When one slime is about to take damage, the quantum slime can “dismiss” that copy as a reaction; this negates the damage and causes the attack (if any) to miss. The remaining quantum slime becomes the “true” version of the creature. The two copies must remain within 200 feet of one another; if they are moved farther apart than that, one random copy of the slime is dismissed as above. Neither copy of the quantum slime can use this ability again while it is active.</p>

Description