Re: Requesting Aid: Come take them apart, fellows!
A ray of wan sunlight finds its way down through the thick clouds, causing the frozen dew to sparkle upon the thousands of branches within the nearby evergreen forest. As you walk beneath, the dew starts to tremble and then falls, immediately drenching you in what feels like frigid water which begins to burn like fire...
Fine Ooze (cold, swarm, water)
Hit Dice: 21d10 (116 hp)
Speed: 5 ft., Climb 5 ft.
Armor Class: 13 (-5 dex, +8 size), flat-footed 18, touch 13
Base Attack/Grapple: +15/-
Space/Reach: 60 ft./0 ft.
Attack: Swarm (1d6 acid plus 1d4 cold)
Full attack: Swarm (1d6 acid plus 1d4 cold)
Special Attacks: Acid, frostbite
Special Qualities: Cold subtype, heatsense, immunity to weapon damage, ooze Traits, tremorsense 60 ft., vulnerability to fire
Saves: Fort +7, Ref +2, Will +2
Abilities: Str 1, Dex 1, Con 10, Int -, Wis 1, Cha 1
Environment: Cold forest or underground
Organization: Swarm, Shower (1-4 swarms), Downpour (5-16)
Challenge Rating: 11
Alignment: Always neutral
Level Adjustment: --
Death Dew is a deadly menace wherever they infest, most commonly found clinging to the underside of evergreen branches or cave roofs by the thousands, appearing as harmless, frozen moisture. They themselves are intensely cold, but their substance never completely freezes. Death dew can cover a good acre of trees or line the lengths of tunnels, and once something moves beneath them, they fall and begin to feast.
With their tremsorsense and heat-seeking senses death dew always knows exactly when to fall. When they do they unfreeze quickly and become a sticky acid, clinging to their victim and slowly disolving their flesh. The swarm does 1d6 acid damage and 1d4 cold damage to any creature whose space it occupies at the end of its move.
Death dew secretes a digestive acid that quickly disolves organic material. The swarm does 1d6 acid damage plus 1d4 points of cold damage to any creature whose space it occupies at the end of its move. This acid is quite sticky, and even if the victim makes it out of the swarm he continues to take damage unless he can submerge or throughly wash himself in some liquid or snow. The damage stacks for each round the victim remains within the swarm as he collects more and more of the horrible creatures.
Wooden or leather armor or clothing dissolves and becomes useless within 2d4 rounds. Any exposed wooden weapon also takes 1d4 acid damage per round.
Any creature that sustains cold damage from the death dew aquires frostbite.
Death dew can sense the warmth of living creatures within 20 feet and can pinpoint their exact location.
Vulnerability to Fire:
Death dew takes half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.
A lit torch swung as an improvised weapon deals 1d4 points of fire damage per hit.
A lit lantern can be used as a thrown weapon, dealing 1d6 points of fire damage to all death dew in squares adjacent to where it breaks.