Amber Mount [3.5e Creature, PEACH]
Hit Dice:4d10+12 (34 HP)
Speed: 50 ft. (10 squares)
Armor Class:14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Tendril +6 melee (1d6+4+ Flying Flame)
Full Attack: 2 Tendrils +6 melee (1d6+4+ Flying Flame)
Space/Reach: 10 ft./5 ft.
Special Attacks: Flying Flame
Special Qualities: -
Saves: Fort +4, Ref +2, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 3, Wis 13, Cha 6
Skills:Listen +3, Spot +3
Environment: Warm Forests
Challenge Rating: 2
If a large amount of amber absorbs enough positive energy the ooze will animate into a large flowing creature known as an Amber Ooze. They can cause certain parts of themselves to harden giving more strength to its blows, and some protection against the blows of others.
Strangely they seem intelligent for a ooze though and act more like a smart animal. As such they were easily domesticated by the lizardfolk. The Lizardfolk use them either as pack animals, holding objects within the ooze itself upon which it hardens that section, or as mounts, riding on the hardened top of the creature.
When in combat it partially solidifies part of its body into a hard tendril which it uses to attack its foes. The body of the ooze generates electricity and damages anyone it strikes.
Flying Flame (Ex): An Amber Ooze constantly generates electricity. Whenever it hits with a tendril or slam attack it deals an extra 1d4-1 points of electricity damage. This damage is also dealt to anyone who attacks the Amber Ooze with an unarmed attack or with a metallic melee weapon.
An Amber Ooze has control over its electricity as long as its intelligence score is above 2. This allows the rider to not be damaged by the electricity.
Carrying Capacity: A light load for an Amber Oooze is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. An Amber Oooze can drag 4,500 pounds.
An Amber Ooze is an acceptable choice for an animal companion despite being an ooze and is commonly seen as a companion to lizardfolk shaman.
It is also a possible familiar for those with the Improved Familiar Feat. To have an Amber Ooze as a familiar you need to have at least 9 levels in an Arcane Casting Class.
My Homebrew (180+ and still counting)
Horribly Out of Date
Originally Posted by Crasical
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
Last edited by Milo v3 : 03-21-2012 at 03:45 AM.