TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or 
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  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
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  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Black Bubbler
  This puddle of inky black liquid constantly seethes with large, 
  fetid-smelling bubbles. As each bursts, you think you hear foul 
  words in Aklo.
  BLACK BUBBLER 
   
   
   
          CR 20
  XP 307,200
  NE Gargantuan ooze
  Init –5; Senses blindsight 480 ft.; Perception + 25
  DEFENSE
  AC 1, touch 1, flat-footed 1 (–5 Dex, –4 size)
  hp 629 (34d8+476) 
  Fort +24, Ref +6, Will +13
  Immune death effects, mind-affecting effects, ooze traits; SR 
  31
  OFFENSE
  Speed 5 ft.
  Melee slam +27 (3d6+7 plus 4d6 acid plus grab) 
  Space 20 ft.; Reach 20 ft. 
  Special Attacks birthing bubble, burning bubble, 
  confounding bubble, dark devouring, siren bubble, toxic 
  bubble
  STATISTICS
  Str 20, Dex 1, Con 36, Int 4, Wis 14, Cha 14 
  Base Atk +25; CMB +34 (+38 grapple); CMD 39 (can’t 
  be tripped)
  Feats Ability Focus (burning bubble, confounding bubble, 
  siren bubble, toxic bubble), Blinding Critical, Cleave, Critical 
  Focus, Great Cleave, Greater GrappleB, Improved Critical 
  (Slam), Improved GrappleB, Improved Initiative, Improved 
  Iron Will, Iron Will, Power Attack, Skill Focus (Perception, 
  Stealth), Toughness, Weapon Focus (Slam)
  Skills  Perception +25, Stealth +24; Racial Modifier +16 
  Stealth 
  Languages Abyssal, Aklo, Common, Infernal
  SQ flow forth
  ECOLOGY
  Environment underground 
  Organization solitary
  Treasure incidental 
  SPECIAL ABILITIES
  Birthing Bubble (Su): As a full-round action, a black 
  bubbler can create a massive, ooze-filled bubble. As part of 
  this action, the black bubbler directs the birthing bubble to 
  a 5-foot square within 30 feet, where the bubble pops. When 
  it does, the birthing bubble releases 1d4+1 giant advanced 
  black puddings, which appear in unoccupied squares within 
  15 feet of where the bubble popped. The giant advanced black 
  puddings obey the black bubbler’s telepathic commands and 
  remain until slain. The black bubbler can use this ability at 
  will, but must wait at least 1d10 rounds between uses.
  Burning Bubble (Su): As a full-round action, a black 
  bubbler can create a bubble filled with exploding gases. As 
  part of this action, the black bubbler directs the burning 
  bubble to a 5-foot square within 100 feet, where it explodes in 
  a 20-foot-radius burst that deals 20d6 points of fire damage, 
  with a DC 33 Reflex save for half damage. The black bubbler 
  can use this ability at will, but must wait at least 1d6 rounds 
  between uses.
  Confounding Bubble (Su): As a full-round action, the black 
  bubbler can create a bubble filled with gases that muddle the 
  minds of those who breathe them in. As part of this action, 
  the black bubbler directs the confounding bubble moves to a 
  5-foot square within 60 feet, where the bubble explodes in a 
  10-foot-radius spread, causing all creatures within the area to 
  become permanently confused, as the spell insanity, unless 
  they succeed on a Will save (DC 33).
  Dark Devouring (Su): The black bubbler can devour the 
  essence of any living creature it touches. Whenever the black 
  bubbler maintains a grapple, instead of doing damage, it may 
  inflict 1d4 negative levels upon the grappled creature. If a 
  creature it is grappling dies as a result of these negative levels, 
  the black bubbler immediately regains 10 hit points per Hit 
  Dice of the slain creature. Additionally, a creature which is 
  killed in this way has their soul utterly consumed, preventing 
  them from being returned from the dead until the black 
  bubbler is slain, or until the target’s soul is restored with a 
  wish or miracle spell.
  Siren Bubble (Su): As a standard action, the black bubbler 
  can produce a bubble that moves up to 100 feet per round. 
  As a free action, the black bubbler can cause the bubble to 
  explode in a 10-foot-radius spread. Any creature in that area 
  must succeed on a Will save (DC 33) or do its best to move 
  adjacent to the black bubbler for the next 1d6 rounds. The 
  black bubbler can use this ability at will, but must wait 1d4 
  rounds between uses, and may not have more than one siren 
  bubble at a time.
  Toxic Bubble (Su): As a full-round action, a black bubble 
  can create a single bubble filled with toxic gas that moves 
  up to 100 feet per round. As a free action, the black bubbler 
  can cause the bubble to explode in 20-foot-radius burst. All 
  creatures in the area must succeed on a DC 33 Fortitude save 
  or suffer 1d10 points of Constitution drain. The black bubbler 
  can use this ability at will, but must wait at least 1d10 rounds 
  between uses and may not have more than one toxic bubble 
  at a time. This is a poison effect.
  Ecology 
   
  A black bubbler is a terrible and hateful creature 
  comprised of various toxic substances, which it can control 
  in order to create deadly bubbles filled with whatever foul gas 
  that the black bubbler wishes. A simple look at the creature is 
  sufficient to explain its name. 
   
  Though intelligent, the black bubbler has only very 
  rudimentary intellect. These creatures have only malicious 
  and evil thoughts, a deep drive for to sate its hunger, and 
  hate for all non-oozes. Very powerful beings, these creatures 
  need little in the way of cunning, relying on their powerful 
  and deadly bubbles to lure their prey and destroy any foe that 
  would challenge them.
   
   
  Capable of lying dormant for long periods of time, 
  these terrible creatures rarely move from their poison-filled 
  lairs. While many oozes consume flesh, the black bubbler 
  consumes souls, and thus they will travel in order to find 
  intelligent creatures to enslave and gain as sacrifice. Their 
  lairs are often near subterranean communities with plentiful 
  humanoids enslaved by the black bubbler.
  
  3
  Dancing Death
  This pale yellow-green slime quivers and shakes with 
  incredible speed, stretching its elastic form and warping into 
  unusual shapes ,some of which are vaguely suggestive, before 
  shimmering into something else in the blink of an eye. Just as 
  you begin to process the last image, the creature flies forward 
  with incredible speed. 
  DANCING DEATH 
   
   
   
            CR 8
  XP 4,800
  N Huge ooze
  Init +12; Senses blindsight 120 ft.; Perception +0
  DEFENSE
  AC 21, touch 21, flat-footed 8 (+12 Dex, +1 dodge, –2 size)
  hp 66 (12d8+12) 
  Fort +5, Ref +16, Will +4
  Defensive Abilities quivering dodge, split; Immune ooze 
  traits
  OFFENSE
  Speed 60 ft. 
  Melee slam +10 (2d6+3 plus 1d6 acid)  
  Space 15 ft.; Reach 10 ft. 
  Special Attacks doom jitter, spinning death reel, sudden 
  surge 
  STATISTICS
  Str 16, Dex 34, Con 12, Int —, Wis 10, Cha 10 
  Base Atk +9; CMB +14; CMD 36 (can’t be tripped) 
  Feats DodgeB, MobilityB, Spring AttackB
  ECOLOGY
  Environment underground 
  Organization solitary, pair or dance party (1d6+1 plus 1 grig) 
  Treasure incidental 
  SPECIAL ABILITIES
  Doom Jitter (Ex): A dancing death is highly agitated by the 
  scent of living creatures, causing it to react in unpredictable 
  ways. Whenever a living creature approaches within 30 feet 
  of the dancing death, the ooze begins to wobble and move 
  about, granting it a +2 dodge bonus to AC, a +2 bonus on 
  Reflex saves, and a +2 bonus on attack rolls. Additionally, 
  each round it must use one of the following abilities, 
  determined at random: quivering dodge, spinning death reel, 
  or sudden surge.  
  Quivering Dodge (Ex): As a move action, the dancing death 
  begins to quiver and roil. This grants the dancing death a 20% 
  miss chance against all attacks, and grants the benefits of the 
  evasion and improved evasion abilities of the rogue.
  Spinning Death Reel (Ex): As a standard action, the 
  dancing death lashes out in all directions, allowing it to make 
  a single attack against each creature within its reach. The 
  dancing death can only use this ability as a result of his doom 
  jitter special attack.
  Split (Ex): When a dancing death is reduced to 50% of its hit 
  points, it splits, becoming two dancing deaths. Each of the 
  new dancing deaths have hit points equal to the number of 
  remaining hit points the original dancing death had when it 
  used this ability. The newly created dancing deaths lose the 
  split ability.
  Sudden Surge (Ex): As a swift action, the dancing death 
  moves with incredible speed, allowing him to move up to his 
  speed without provoking an attack of opportunity.
  Ecology
   
  The dancing death is an unusually agile and powerful 
  ooze with great alacrity. Named for its quick, dance-like 
  movements and powerful crushing blows, the dancing death 
  is a subterranean monster that is both highly territorial and 
  extremely dangerous when provoked. The creatures have a 
  broad range in deep, dark, underground places, and they are 
  highly agitated by light, particularly the light from fire and 
  from spells. 
   
  The origins of these monsters are hotly debated, 
  with some claiming that they are merely a natural evolution 
  of typical oozes, using their unusual shapes and strange 
  muscles in innovative ways in order to shed the lack of agility 
  shown by their lesser kin. Others, however, insist that their 
  surprising agility, along with the agitation they display at 
  light sources, are clear signs that magical experimentation 
  was done at some point in their creation. Though this 
  theory is popular, there is further divide among the magical 
  experiment camp, with some believing they were created 
  when an ooze was subjected to various magical experiments, 
  while others believe that they are the cast-offs of some 
  form of jump spell. Whatever the case, these creatures are 
  relatively new to the scene, but are rapidly spreading, proving 
  a dangerous challenge for even experienced ooze fighters.
   
  Though mindless, the dancing death’s behavior is 
  almost preternaturally aggressive, owing largely to the state 
  of intense agitation that they experience when exposed 
  to bright lights. Their forms begin to warp and twist with 
  speed, transforming the oozes into potent killing machines. 
  Furthering their deadly capabilities is a suite of unpredictable 
  abilities that make fighting one a dire prospect. 
   
  Finally, it is worth noting that these unstable oozes 
  are prone to splitting if they are badly injured, leaving some 
  to believe that combat is a primary means of multiplication. 
  Most don’t have time to contemplate this, however, as the 
  oozes become more dangerous the longer they are engaged in 
  battle. 
  
  4
  Murder Mud
  This ugly brown slime seems coated with flecks of rock and 
  mud, and would be virtually indistinguishable from a puddle 
  of muck, if not for the fact that it was moving with deliberate 
  animal cunning.
  MURDER MUD 
   
   
   
             CR 4
  XP 1,200
  N Large ooze
  Init –5; Senses blindsight 200 ft.; Perception +6
  DEFENSE
  AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
  hp 37 (5d8+15)  
  Fort +4, Ref –4, Will +3
  Defensive Abilities harden up; Immune ooze traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +6 (1d8+6 plus grab)  
  Space 10 ft.; Reach 10 ft.  
  Special Attacks mud missile, petrify, rockslide 
  Spell-Like Abilities (CL 5th; concentration +7)
  3/day—meld into stone
  STATISTICS
  Str 18, Dex 1, Con 16, Int 2, Wis 14, Cha 14 
  Base Atk +3; CMB +8; CMD 13 (can’t be tripped) 
  Feats Skill Focus (Perception), Skill Focus (Stealth), Stealthy  
  Skills Escape Artist –3, Perception +5, Stealth +0 (+12 in 
  rocky areas); Racial Modifiers +12 Stealth in rocky areas
  ECOLOGY
  Environment underground, mountains 
  Organization solitary or pair 
  Treasure incidental 
  SPECIAL ABILITIES
  Harden Up (Ex): A murder mud can harden its muddy body, 
  becoming more rigid for a brief time. As a swift action, a 
  murder mud can choose to take a penalty on attack rolls up to 
  its base attack bonus. For each point of attack bonus penalty 
  suffered in this way, the murder mud gains a +4 natural 
  armor bonus to AC. While under the effects of this ability, its 
  movement speed is reduced by half. A murder mud can never 
  gain more than a +28 bonus to AC in this way, even if it gains 
  Hit Dice and a higher base attack bonus. 
   
  Mud Missile (Su): A murder mud can manipulate stone that 
  it merges into in order to fire spears of mud at its enemies. 
  While melded into stone, the murder mud can make a single 
  ranged touch attack as a standard action with a range of 20 
  feet. If the attack hits, it deals 2d6 points of bludgeoning 
  damage and reduces the target’s movement speed by half 
  for 1d4 rounds. When it uses this ability, it must make a 
  concentration check (DC 15) or automatically dismiss the 
  meld into stone spell-like ability.
  Petrify (Su): A murder mud can turn those it maintains 
  long-term contact with into statues of hardened mud. 
  Whenever a murder mud successfully maintains a grapple, it 
  may choose to attempt to petrify the creature it is grappling, 
  rather than damaging it or performing another action. The 
  target must succeed on a DC 13 Fortitude save or be petrified. 
  This petrification lasts until the murder mud is slain or a 
  stone to flesh spell is cast upon the petrified creature. 
  Rockslide (Su): While melded into stone using its meld into 
  stone spell-like ability, a murder mud can choose to cause a 
  cascade of rocks to fall in an adjacent square. The rocks fall 
  from the stone it was melded into, but are made primarily 
  from the murder mud’s magical body and thus never cause 
  damage to the structure that it is melded into. The cascading 
  rocks deal 3d6 points of damage to a creature in the area they 
  fall into unless that creature succeeds on a Reflex save DC 13.
  Ecology 
   
  The murder mud is a terror that inhabits grimy, 
  rocky caves, typically in marshes, wetlands, or river-strewn 
  mountains. They prefer wet areas, as it allows them to slink 
  about quietly and unnoticed, for while they blend in well 
  with stones and other solid features, such things hide their 
  movement poorly. They are patient hunters, sometimes 
  waiting for hours or even days in a rocky hunting blind, ready 
  to pounce on its prey when it comes too close. 
   
  Possessing an animal intellect, the murder mud is 
  a capable ambusher, preferring hit-and-run tactics when 
  engaging its prey. This allows it to aggressively wear down 
  its foes while posing minimal risk to itself. A common tactic 
  for the murder mud is to attack from ambush, then retreat 
  to a rocky cave wall or large boulder and use its meld into 
  stone and mud missile abilities in order to wear down its foes 
  before engaging directly in melee. If it finds itself somehow 
  lacking in rocky cover, it hardens up in order to protect itself 
  from harm and then attacks aggressively, trying to quickly 
  petrify its foes in order to remove them from combat.
   
  A murder mud has a very unusual diet in which 
  they must consume the flesh of living creatures, but 
  can only digest rocks and minerals, necessitating that it 
  petrifies its prey. With such an unusual diet, many scholars, 
  including hard-line naturalists, insist that at least the first 
  murder muds must have been created by magic, either as 
  a consequence of a spell gone wrong or by some wizard’s 
  purposeful experimentation. 
  
  5
  Ocean Gel
  At first, nothing seems odd about this particular stretch of 
  ocean, but something about the consistency is slightly off. 
  Then this creature reveals its presence in grand style, as a 
  quartet of 30-foot-long tendrils of writhing gel and seawater 
  explode from the calm surface of the water.
  OCEAN GEL 
   
   
   
   
           CR 16
  XP 76,800
  N Colossal ooze (Aquatic)
  Init –5; Senses blindsight 120 ft.; Perception +0
  DEFENSE
  AC –3, touch –3, flat-footed –3 (–5 Dex, –8 size)
  hp 492 (24d8+384)  
  Fort +23, Ref +3, Will +8
  Defensive Abilities water body; DR 10/–; Immune acid, 
  fire, ooze traits
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 30 ft., swim 100 ft. 
  Melee slam +25 (4d6+22)  
  Space 100 ft.; Reach 5 ft.  
  Special Attacks capsize, drowning pools, ocean tentacles 
  STATISTICS
  Str 40, Dex 1, Con 40, Int —, Wis 10, Cha 10 
  Base Atk +18; CMB +41; CMD 46 (can’t be tripped) 
  Feats ToughnessB
  SQ giant body 
  ECOLOGY
  Environment underwater 
  Organization solitary, pair, or tsunami (1d4+1) 
  Treasure incidental 
  SPECIAL ABILITIES
  Capsize (Ex): An ocean gel can attempt to capsize a boat 
  or ship by ramming it as a charge attack and making a CMB 
  check. The DC of this check is 25, or the result of the captain’s 
  Profession (sailor) check, whichever is higher. The ocean gel 
  never suffers a penalty on this CMB check due to the size of a 
  ship. 
  Drowning Pools (Ex): As a full-round action, once per hour, 
  an ocean gel can create a number of deadly vortexes within 
  its body, dragging those nearby within its form, where it can 
  crush them. When it uses this ability, any creature within 5 
  feet of the ocean gel must succeed on a Reflex save (DC 24) 
  or be dragged within its body. Creatures who fail this save 
  also immediately suffer damage equal to the ocean gel’s slam 
  attack, and continue to suffer this damage each round they 
  remain within the ocean gel. A creature caught in this way is 
  considered grappled and can either escape the ocean gel by 
  breaking free of the grapple or by succeeding on a Reflex save 
  (DC 24) made as a full-round action. The saving throw DC is 
  Charisma-based.
  Giant Body (Ex): An ocean gel has an exceptionally massive 
  form. As such, it has a space of 100 feet. Even so, without 
  creating ocean tentacles, it has only very minimal reach with 
  its gelatinous form, granting it a reach of only 5 feet.
  Ocean Tentacles (Ex): An ocean gel can create massive 
  watery tentacles from a combination of seawater and its own 
  slimy form. As a full-round action, the ocean gel can create 
  four 30-foot-long tentacles of ocean water and gel, which it 
  can use to destroy his foes. These tentacles have a space of 10 
  feet and a reach of 30 feet, with AC 25 (–5 Dex, +28 natural, 
  –8 size), and 120 hit points each. The tentacles do not act 
  unless directed by the ocean gel. As a full-round action, the 
  ocean gel can direct one or more tentacles to attack targets 
  within reach. Each tentacle can make a single slam attack at 
  +20, which, if successful, deals 4d6+15 points of bludgeoning 
  damage. If a tentacle is slain, the ocean gel immediately 
  suffers 10 points of Constitution damage. An ocean gel can 
  use this ability at will, but can never create more tentacles 
  than his Constitution score/4 (typically 10) at any one time. 
  Water Body (Ex): An ocean gel’s body is largely made up of 
  water, and can easily be swum through or sailed over, just like 
  normal water. A DC 10 Perception check allows a creature 
  attempting such a feat to notice that they are moving through 
  an ooze. The ocean gel likewise notices any creature moving 
  through it. Additionally, due to their unusual composition, 
  an ocean gel is affected like a water elemental by spells and 
  effects such as horrid wilting. 
  Ecology
   
  These massive aquatic oozes strongly resemble the 
  oceans in which they live. Dwelling on the surface of the 
  water, ocean gels sit in calm water, typically not far from 
  coldwater ports, lying in wait for ships and sea beasts to make 
  the fatal mistake of coming within their grasp. Many tales 
  about cursed parts of the sea can be attributed to the ocean 
  gel’s typical hunting grounds. A mindless brute, an ocean gel 
  isn’t really motivated by anything, being effectively immortal: 
  so long as they continue to eat, they simply exist, attacking 
  and consuming things that they notice moving through 
  them. 
   
  Notably, the ocean ooze has a gigantic form and a 
  body that is nearly identical to water in consistency, making 
  it perhaps the largest and least dense species of ooze in 
  existence. Indeed, the ocean gel’s body is so like water that 
  creatures may swim directly through, allowing for many to 
  unwittingly enjoy the experience of passing through one 
  of the majestic creatures. A typical ocean gel weighs about 
  62,000,000 lbs. Rumors persist of even larger species, which 
  can be as large as 1,000 feet to a side and weigh even more. As 
  long as it is fed, an ocean gel lives indefinitely. 
  
  6
  Possession Ooze
  This gelatinous creature is a sickly green color that swims 
  with a purple light moving through its translucent form.  
  POSSESSION OOZE 
   
   
   
           CR 12
   XP 19,200
  N Medium ooze
  Init –1; Senses blindsight 120 ft.; Perception +23
  DEFENSE
  AC 5, touch 5, flat-footed 5 (–5 Dex)
  hp 195 (17d8+119) 
  Fort +13, Ref +2, Will +9
  Defensive Abilities ooze transference; Immune ooze traits
  OFFENSE
  Speed 20 ft., swim 20 ft., climb 20 ft.
  Melee slam +17 (1d6+5 plus 4d6 acid plus grab)  
  Special Attacks create spawn, degrade host, ooze possession 
  STATISTICS
  Str 20, Dex 1, Con 22, Int 4, Wis 14, Cha 14 
  Base Atk +12; CMB +17; CMD 22 (can’t be tripped) 
  Feats Ability Focus (ooze possession)B,  Great Fortitude, 
  Improved Initiative, Improved Iron Will, Improved 
  Lightning Reflexes, Iron Will, Lightning Reflexes, Skill Focus 
  (Perception), Toughness 
  Skills Perception +25 
  Languages Common
  ECOLOGY
  Environment underground, urban 
  Organization solitary, pair or swarm (1-2 plus 2d4 spawn)
  Treasure incidental 
  SPECIAL ABILITIES
  Create Spawn (Ex): Whenever a creature dies as a result of 
  the degrade host special attack, it rises 1d4 rounds later as a 
  possession ooze under the control of the possession ooze who 
  killed the creature. These possession ooze spawn lose the 
  create spawn ability for the first 30 days. 
  Degrade Host (Ex): At the beginning of each round the 
  possession ooze remains in control of a living creature with 
  its ooze possession ability, the target suffers 1d4 points of 
  Constitution damage. 
  Ooze Possession (Su): At the beginning of any round in 
  which the possession ooze is in control of a grapple, it can 
  attempt to possess the creature it is grappling, diving into the 
  target’s body and gaining physical control of the target. The 
  target must succeed on a DC 22 Will save or have their body 
  taken over, as though by the spell possession, except that 
  the possession ooze melds into the target’s body, and any hit 
  point damage suffered by the target is divided evenly between 
  the target and the possession ooze. At the end of each round, 
  the target may attempt another Will save (DC 22) in order to 
  end the effect. A creature that succeeds on either the initial 
  Will save to negate the effect or on a secondary Will save to 
  end the effect becomes immune to the ooze possession ability 
  of that possession ooze for the next 24 hours.
  Ooze Transference (Ex): A possession ooze slowly makes 
  the creature it is possessing more ooze-like, and can transfer 
  some of its abilities to its host. While possessing another 
  creature with its ooze possession ability, the possession ooze 
  uses either its ability scores or those of the creature it is 
  possessing, whichever are higher. Additionally, the creature 
  it is possessing gains ooze traits and deals an additional 
  2d6 points of acid damage with its unarmed strikes, natural 
  attacks, and grapples.
  Ecology
   
  Unlike most of its kind, the possession ooze is an 
  intelligent creature that displays good self-preservation 
  skills. Possession oozes are parasitic creatures that inhabit 
  the bodies of living creatures, both to use for a short time 
  to accomplish goals that they would not otherwise be able 
  to do (typically finding more creatures to possess), as well 
  as to reproduce. Some naturalists draw similarities in their 
  behavior to tiny disease-causing organisms and very small 
  parasites that prey on less complex creatures. 
   
  The possession process is poorly understood; though 
  the ooze enters the body physically and does seize control 
  of muscle function, survivors of ooze attacks also note that 
  it seems to control their thoughts and emotions, at least to a 
  small extent. They feel suppressed and passenger-like while 
  possessed, but often recall feeling whatever emotions the 
  ooze had at the time, with anger, fear, and hunger being the 
  most common. Survivors are rare, however, for though it is 
  possible to reject the ooze while it is possessing an individual, 
  only the very lucky, or those of extremely strong mind, are 
  capable of such a feat, with the ooze’s typical victim being 
  used until the ooze no longer has need of them. This leads 
  some scholars to believe the oozes are smarter than they 
  actually are; possession oozes instinctively avoid taking 
  powerful hosts if they can avoid it, though when threatened, 
  often try to take control over physically imposing foes in 
  order to take them out of the fight and use their impressive 
  combat attributes against feebler, but mentally stronger, 
  enemies.
   
  The possession ooze’s ooze possession ability is also 
  used to reproduce, allowing it to create more possession 
  oozes. The process is quite painful and is typically begun as 
  soon as the possession ooze takes control of a victim, slowly 
  transferring its oozy essence into its victim as it converts their 
  body into a possession ooze. It has been theorized that the 
  host creature’s mind is used as the spark of intelligence in the 
  possession ooze, leading some to believe that their intellect 
  was an accidently inherited trait.
  
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  License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not 
  Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, 
  d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, 
  proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the 
  City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of 
  Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak 
  Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of 
  Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of 
  Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, 
  Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile 
  Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, 
  mind flayer, illithid, umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.  
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open 
  Game Content” means the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” 
  or “Your” means the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that 
  the Open Game Content may only be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License.  
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
  You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License 
  to Use, the Open Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of 
  the work that you are distributing are Open Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the 
  name of any Contributor unless You have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
  with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, 
  F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan 
  H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K 
  Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, 
  and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, 
  Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt 
  Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Weekly Wonders: Perilous Oozes Copyright 2016, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  There’s Always Room for More Oozes!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Perilous Oozes.pdf