SFS Standard Plasma Ooze Creature 16

Plasma oozes pose a significant menace to seasoned spacefarers within the Pact Worlds. These entities materialize as expansive networks of crackling electromagnetic energy, assuming a captivating spherical form pulsating with luminous hues of purple and blue, with searing white-hot bursts scattered throughout.

These oozes primarily lurk near the surface of stars but are also drawn to potent electromagnetic phenomena elsewhere in the Universe. The electromagnetic fields exuded by the ooze present dangers in space, potentially even incapacitating shielded starships. Armed scions connected to the Plane of Fire, known as the Sunkillers, claim to actively hunt these enigmatic beings, armed with specialized gear and sonic weaponry.

Elite Weak Plasma Ooze Creature 16

Image of a plasma ooze
Recall Knowledge DC 34 35 36
Ooze (Occultism)
Perception +28 (thoughtsense (precise) 60 feet, no vision)
Skills Athletics +35, Piloting +30
Str +9 Dex +6 Con +9 Int -5 Wis +0 Cha +0
Thoughtsense The plasma ooze can sense all non-mindless creatures within the listed range.

AC 32
Fort +33
Ref +25
Will +22
HP 600
Immunities bleed, critical hits, electricity, fire, mental, precision, unconscious, visual
Resistances cold 10
Weaknesses sonic 10
Electromagnetic Field (aura) 100 feet. When an item with the tech trait is activated inside the aura, it must succeed at a DC 36 Reflex save or become glitching 1 (glitching 2 on a critical failure). A tech creature that starts its turn within the aura must attempt a DC 35 Will save. If it fails, it becomes glitching 1 (glitching 2 on a critical failure). An item or creature that succeeds at this save becomes immune to this aura for 1 hour.

Speed 25 feet, fly 50 feet
Melee [one-action] pseudopod +32 (reach 20 feet), Damage 2d12+13 electricity plus 1d12 fire and plasma slag
Ranged [one-action] plasma pulse +32 (range increment 60 feet), Damage 2d10+13 electricity plus 1d10 fire
Magnetic Draw [two-actions] Effect Large and smaller creatures and all unattended objects within 100 feet must succeed at a DC 36 Reflex save or be pulled 15 feet toward the plasma ooze (30 feet on a critical failure).
Plasma Drain [two-actions] Frequency once per day; Effect each creature and wielded object with the tech trait within 100 feet of the plasma ooze must attempt a DC 36 Fortitude save. For each target that fails this save, the ooze regains 15 Hit Points and the object loses half of its remaining charges (if battery-powered).
Plasma Slag A creature damaged by the ooze's pseudopod must succeed at a DC 36 Fortitude save or be slowed 1 (slowed 2 on a critical failure). A creature with the tech trait uses the outcome one degree of success worse than the result of its roll.

All Creatures in "Ooze"

Ooze

Oozes of many types lurk in dark and abandoned places across the galaxy, emerging only to satiate their appetites and threaten adventurers, explorers, and hapless workers alike.