Gargantuan Ooze (Arena, Fiend)
Hit Dice: 52d10+624 (910HP)
Initiative: -5
Speed: Fly 20 (4 squares, average maneuverability)
Armor Class: 41 (-4 size, -5 Dex, +40 natural); touch 1; flat-footed 41
Base Attack/Grapple: +39/+68
Attack: Slap +52 melee (2d8+17)
Full Attack: 2 Slaps +52 melee (2d8+17)
Space/Reach: 20/15
Special Attacks: Blizzaga, Firaga, Flare, Hydraulic Press, Thundaga, Ultima, Waterga
Special Qualities: Damage Reduction 26/--, Ooze traits, Spell Resistance 52, Variable Absorption, Variable Immunity, Variable Resistance, Variable Weakness
Saves: Fort +29, Ref +12, Will +12
Abilities: Str 44 (+17), Dex 1 (-5), Con 34 (+12), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: N/A
Feats: Hover B
Environment: any (Monster Arena)
Organization: solitary
Challenge Rating: 38
Treasure: 2Χ standard
Normal/Rare Steal: Gamblers Spirit/Return Sphere
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 104d6+416 (780MP)
Blizzaga (Sp): this is a ranged touch attack that deals 52d8+104 points of cold damage to 1 opponent within 270 on a successful hit; Fortitude save (DC31) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use
Firaga (Sp): this is a ranged touch attack that deals 52d8+104 points of fire damage to 1 opponent within 270 on a successful hit; Fortitude save (DC31) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use
Flare (Sp): this attack inflicts 52d10+156 points of non-specified damage to 1 opponent within 270 (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use
Hydraulic Press (Ex): once every 1d6+4 rounds, the creature can crush its enemies with a trample-like attack, reducing the current HP of all opponents caught underneath it by 90%; this attack is considered bludgeoning damage that ignores armor, hardness, & damage reduction; Reflex save (DC53) for half damage; the save DC is Strength-based; after this action, the creature is considered prone, & must take a move action to stand up; this is a full-round action that does not provoke attacks of opportunity (although the move action to stand from being prone does provoke attacks of opportunity)
Thundaga (Sp): this is a ranged touch attack that deals 52d8+104 points of electricity damage to 1 opponent within 270 on a successful hit; Fortitude save (DC31) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use
Ultima (Sp): this attack inflicts 200d6 points of non-specified damage to all opponents within 270; your opponents can each make a Fortitude save (DC31) for half damage; the save DC is Wisdom-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creatures equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use
Waterga (Sp): this is a ranged touch attack that deals 52d8+104 points of water (force) damage to 1 opponent within 270 on a successful hit; Fortitude save (DC31) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use
Variable Absorption (Su): each round, whenever the creature is dealt damage from attacks of a different energy type, it actually gains HP equal to the damage that it normally would have taken; the creature cannot gain HP in excess of its maximum HP; the energy types rotate in a cyclical pattern, as follows: cold (1st), fire (2nd), lightning (3rd), & water (force, 4th)
Variable Immunity (Su): each round, the creature is immune to all damage from attacks of a different energy type; the energy types rotate in a cyclical pattern, as follows: water (force, 1st), cold (2nd), fire (3rd), & lightning (4th)
Variable Resistance (Su): each round, the creature only takes 50% damage from attacks of a different energy type; the energy types rotate in a cyclical pattern, as follows: lightning (1st), water (force, 2nd), cold (3rd), & fire (4th)
Variable Weakness (Su): each round, the creature takes 50% more damage from attacks of a different energy type; the energy types rotate in a cyclical pattern, as follows: fire (1st), lightning (2nd), water (force, 3rd), & cold (4th)