
|

|
Memory Foam Large Ooze (Psionic)
Hit Dice: 6d10+12
(51 hp) Initiative: +0 Speed: 30 ft. (6 squares),
climb 10 ft. Armor Class: 9 (-1 size) Base Attack/Grapple:
+4/+10 Attack: Slam +6 melee (2d4+2) Full
Attack: Slam +6 melee (2d4+2) Space/Reach: 10 ft./5 ft. Special
Attacks: Improved grab, memory drain, psi-like abilities, spell-like abilities Special
Qualities: Blindsight 60 ft., fire resistance 5, ooze traits (although a memory foam doesn't receive the mindless trait)
Saves: Fort +4, Ref +2, Will +4 Abilities: Str
15, Dex 10, Con 15, Int 22, Wis 10, Cha 2 Skills: Autohypnosis +9, Climb +18, Concentration
+11, Escape Artist +6, Knowledge (Dungeoneering) +15, Knowledge (Psionics) +15, Psicraft +15, Search +10, Survival +9 Feats: Iron Will, Force of Will, Psionic Hole Environment: Underground
Organization: Solitary Challenge Rating: 8
Treasure: None Alignment: Always chaotic evil
Advancement: 7-9 HD (Large); 10-18 HD (Huge) Level
Adjustment: —
This creature appears to be nothing more than a mass of undulating,
grey foam.
A memory foam travels along floors, walls, and ceilings with ease, contracting
and expanding its body to fit under doors and through cracks in search of prey. It feeds on the memories and psyches of intelligent,
living creatures.
A memory foam can grow to a diameter of about 15 feet, but can compress
its body to fit into cracks as small as 2 inches wide. A typical specimen weighs about 650 pounds.
A
memory foam can understand the languages of any creature they have killed, although they do not speak. However, they can communicate
telepathically. This telepathy is one-way only, unless the creature has a means to communicate via this method as well.
Combat: Memory foam are feared predators that stalk the subterranean
reaches of the world. A memory foam stalks its chosen prey, using cloud mind, to remain unseen as it waits for an opportunity
to catch its victim alone. It first launches a barrage of telepathic attacks with ego whip, psionic blast, and id
insinuation, and then charges to envelope a creature with its improved grab ability. Once a creature is enveloped, they
take 1d6 Int damage per round. Any spell-caster so enveloped must make a Will save (DC 16) each round or temporarily lose
one random spell slot from his/her highest castable level. A successful save allows the caster to retain the spell slot for
that round, however, they are still subject to the Int drain. Each round that a caster remains enveloped, they must make a
new Will save to avoid losing spells. Any lost spell slots remain unusable for 24 hours. Any living, intelligent creature
whose Intelligence is reduced to 0 while enveloped, is instantly slain and all memories are transferred to the memory foam.
Psi-Like and Spell-Like Abilities: At will—biofeedback, cloud mind, detect
psionics, detect thoughts, ego whip, empty mind, id insinuation; 3/day—body adjustment, intellect fortress, psionic
blast. Maniferster/caster level 7th. The DCs are Intelligence-based.
|

|

|