Sea Froth

Large Ooze (aquatic)
Hit Dice: 5d10+25 (52 hp)
Initiative: -3
Speed: 10 ft. (4 squares), swim 20 ft.
Armor Class: 6 (-3 dex, -1 size), touch 6, flat-footed 9
Base Attack/Grapple: +3/+12
Attack: Slam +3 melee (2d6 acid)
Full attack: Slam +3 melee (2d6 acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Acid, amphibious, constrict, froth, improved grab
Special Qualities: Blindsight 60 ft., light bodied, ooze traits, split
Saves: Fort +6, Ref -2, Will -4
Abilities: Str 13, Dex 4, Con 21, Int -, Wis 1, Cha 1
Skills: Climb +11, Swim +11
Feats: -
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-19 HD (Large), 20-33 (Huge)
Level Adjustment: --

Sea froth appears as its name implies, a bit of floating foam upon the surf or despoited upon the beach. It bubbly surface has dirty green-yellow tint and smells overly strong of the brine.

Sea froth is a horrible creature for sailing ships to encounter, for all the vestle has to do is pass through the froth to spell their doom. Once the froth is attached it slowly but steadily eats, disolving the wood until a leak has sprung. The sea foam will continue to cling even after the boat has sunk, consuming ship, crew and their cargo with equal satisfaction. It takes quite some time for the entire ship to be eaten (depending on size), some years in fact, but once it is through its sated form by now is truley monsterous. It then raises to the surface to be whisked apart into dozens of individual froths by the waves.

Along with being a menace to ships it is likewise almost certain death to a whale that has no way of remove the brine short of scraping it off against a surface.

Despite its size, sea froth weighs next to nothing and can indeed be lifted up and tossed by a strong wind unless it grips tightly.

Combat:
Sea froth only rarely persues prey because of its slow movement rate, but instead waits for something of appropriate size to pass by and to which the froth sticks.

Acid (Ex): A sea froth secretes a digestive acid that quickly disolves organic material. Any melee hit deals 2d6 acid damage. Armor (if made of organic materials such as bone, leather, or shell) or cloth dissolves and becomes useless immediately unless it succeeds on a DC 17 reflex save. A wooden, bone or shell weapon that strikes a sea froth also dissolves immediately unless it succeeds on a DC 17 reflex save.
The ooze's acidic touch deals 16 points of damage per round to wooden, bone or shell objects, but the ooze must remain in contact with the object for 1 full round to deal this damage. The save DC's are Constitution-based.

Constrict (Ex): A seafoam deals automatic acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Froth (Ex):
A sea froth with 10 or more hit points can start to bubble and froth and increase its size as a full round action. Its reach and space both increase by five feet. It remains this way for 2d6 rounds or until it is damaged, whichever comes first. If it is hit while frothed, that part suddenly seems to explode into an acidic vapor, deals 5 points of damage to the ooze itself. This vapor smells so horribly that those within 20 feet of the froth must make a DC 17 fortitude save or become nauseated. If the save is made they still remain sickened for as long as they remain within the area and 1d6 rounds aftwards. The save DC is constitution based.

Those within the vapor automatically take 1d6 acid damage and must make a DC 16 fortitude save or contract blinding sickness (see p. 292 of the DMG).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the vapor in 4 rounds. A strong wind (21+ mph) disperses the vapor in 1 round. Otherwise it disperses itself in 1d4 minutes.

Improved Grab (Ex): To use this ability, a sea froth must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A sea foam is extremely sticky and recieves a +4 bonus on grapple checks, which is already included in the statistics above.

Light Bodied (Ex):
A sea foam is considered a tiny creature for the purpose of determining the effects of strong winds.

Split (Ex): Slashing, piercing weapons and electricity attacks deal no damage to a sea foam. Instead the creature splits into two identical foams, each with half of the original’s current hit points (round down). A sea foam with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills: A sea froth has a +10 racial bonus on swim and climb checks, and can always choose to take a 10 on a climb and swim check even if distracted or endangered.

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Frothing Mass

Gargantuan Ooze (aquatic)
Hit Dice: 22d10+132 (253 hp)
Initiative: -3
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 3 (-3 dex, -4 size), touch 3, flat-footed 3
Base Attack/Grapple: +16/+40
Attack: Slam +20 melee (1d4+4 plus 4d6 acid)
Full attack: Slam +20 melee (1d4+4 plus 4d6 acid)
Space/Reach: 20 ft./20 ft.
Special Attacks: Acid, constrict 1d4+4 plus 4d6 acid, froth, improved grab
Special Qualities: Blindsight 100 ft., light bodied, ooze traits, split
Saves: Fort +13, Ref +4, Will +2
Abilities: Str 19, Dex 4, Con 23, Int -, Wis 1, Cha 1
Skills: Climb +14, Swim +14
Feats: -
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always neutral
Advancement: 23-34 (Gargantuan), 35-60 (Colossal)
Level Adjustment: --

A frothing mass is as a sea froth but can take up enormous areas of the sea. They tend to be masses grown to a horrible size on some massive meal such as a galleon or whale and have only be recently risen to the surface. Others are a collection of dozens of sea froths that have by chance met and instinctively mingled into one creature.

Combat:
A frothing mass is much like the lesser sea froth in its willingness for creatures to approach it, but some by instinct will persue large move creatures or ships if they happen nearby. They are known to completely envelope small craft when they reach this size.

Acid (Ex): A frothing mass secretes a digestive acid that quickly disolves organic material. Any melee hit deals acid damage. Armor (if made of organic materials such as bone, leather, or shell) or cloth dissolves and becomes useless immediately unless it succeeds on a DC 27 reflex save. A wooden, bone or shell weapon that strikes a sea froth also dissolves immediately unless it succeeds on a DC 27 reflex save. The save DC's are Constitution-based.

The ooze's acidic touch deals 40 points of damage per round to wooden, bone or shell objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A frothing mass deals automatic acid damage with a successful grapple check. The opponent’s clothing and armor take a –8 penalty on Reflex saves against the acid.

Engulf (Ex):
A frothing mass can simply mow down Huge or smaller creatures as a standard action. It cannot make a physical attack during a round in which it engulfs. The frothing mass merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the mass, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 27 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the mass moves forward. Engulfed creatures are subject to the frothing mass's acid and automatically contract blinding sickness disease. Those within also are considered to be grappled and trapped within its body. The save DC is constitution based.

Froth (Ex):
A frothing mass with 20 or more hit points can start to bubble and froth and increase its size as a full round action. Its reach and space both increase by ten feet. It remains this way for 6d6 rounds or until it is damaged, whichever comes first. If it is hit while frothed, part of it suddenly seems to explode into an acidic vapor, which deals 20 points of damage to the ooze itself. This vapor smells so horribly that those within 40 feet of the froth must make a DC 27 fortitude save or become nauseated. If the save is made they still remain sickened for as long as they remain within the area and 1d6 rounds aftwards. The save DC is constitution based.

Those within the vapor automatically take 2d6 acid damage and must make a DC 27 fortitude save or contract blinding sickness (see p. 292 of the DMG). The save DC is Constitution based.

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the vapor in 4 rounds. A strong wind (21+ mph) disperses the vapor in 1 round. Otherwise it disperses itself in 2d4 minutes.

Improved Grab (Ex): To use this ability, a frothing mass must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. A frothing mass is extremely sticky and recieves a +8 bonus on grapple checks, which is already included in the statistics above.

Light Bodied (Ex):
A frothing mass is considered a medium creature for the purpose of determining the effects of strong winds.

Split (Ex): Slashing, piercing weapons and electricity attacks deal no damage to a frothing mass. Instead the creature splits off a sea froth, with a fifth of the original’s current hit points (round down), and the frothing mass loses a fifth of its hit points. A sea foam with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills: A sea froth has a +10 racial bonus on swim and climb checks, and can always choose to take a 10 on a swim check even if distracted or endangered.