The statistics block below contains details for more than one shape, size, or type of conflagration ooze. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Conflagration Ooze ⬇️ Large Ooze (Fire) |
Infernal Conflagration Ooze ⬇️ Huge Ooze (Evil, Extraplanar, Fire) |
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|---|---|---|
| Hit Dice: | 7d10+28 (66 hp) | 15d10+90 (172 hp) |
| Initiative: | +4 | +3 |
| Speed: | 30 ft. (6 squares), climb 10 ft. | 30 ft. (6 squares), climb 10 ft. |
| Armor Class: | 20 (−1 size, +11 natural), touch 9, flat-footed 20 | 21 (−2 size, +14 natural), touch 8, flat-footed 21 |
| Base Attack/Grapple: | +5/+15 | +11/+29 |
| Attack: | Slam +11 melee (2d6+6 plus 1d6 fire) | Slam +20 melee (3d6+10 plus 1d6 fire) |
| Full Attack: | 2 slams +11 melee (2d6+6 plus 1d6 fire) | 2 slams +20 melee (3d6+10 plus 1d6 fire) |
| Space/Reach: | 10 ft./10 ft. | 15 ft./10 ft. |
| Special Attacks: | Fire in the blood (DC 19, 1d4 Con and 2d6 fire), improved grab, spell-like abilities | Fire in the blood (DC 25, 1d6 Con and 3d6 fire), improved grab, smite good (+15 dmg 1/day), spell-like abilities |
| Special Qualities: | Blindsight 60 ft., damage reduction 5/bludgeoning, immunity to fire, ooze traits, vulnerability to cold | Blindsight 60 ft., damage reduction 5/bludgeoning and 10/magic, immunity to fire, ooze traits, resistance to cold 10, spell resistance 20, vulnerability to cold |
| Saves: | Fort +6, Ref +4, Will +3 | Fort +11, Ref +6, Will +8 |
| Abilities: | Str 23, Dex 10, Con 18, Int 9, Wis 12, Cha 13 | Str 31, Dex 8, Con 22, Int 9, Wis 12, Cha 15 |
| Skills: | Climb +10, Hide +8, Listen +3, Move Silently +8; racial bonuses | Climb +10, Hide +12, Listen +6, Move Silently +12; racial bonuses |
| Feats: | Ability Focus (fire in the blood), Improved Initiative, Lightning Reflexes, Weapon Focus (slam) | Ability Focus (fire in the blood), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Stealthy, Weapon Focus (slam) |
| Environment: | Underground | Nine Hells of Baator |
| Organization: | Solitary | Solitary |
| Challenge Rating: | 7 | 13 |
| Treasure: | Standard | Standard |
| Alignment: | Usually chaotic evil | Usually lawful evil |
| Advancement: | 8–11 HD (Large); 12–21 HD (Huge) ♊ | 16–21 HD (Huge) ♊ |
| Level Adjustment: | — | — |
This odd creature looks like a massive pudding of flame. Its glistening membrane barely seems able to contain the roaring inferno within it. Flames and fiery fluid swirl and flow through the ooze, and bursts and gouts of flame erupt from occasional breaks in the creature’s skin.
Most oozes are mindless hunters, stalking the shadowy places in a constant search for food. But magical or environmental accidents sometimes result in a new breed of monster. Such was the case with the conflagration ooze. Whether the result of some wild magical experiment, an environmental disaster, or something else entirely, conflagration oozes have demonstrated to the unwary that they should not be underestimated or trifled with.
A conflagration ooze looks like a mass of liquid flame, barely held together by a transparent membrane. The fire that roars within it breaks through the protective outer skin on occasion, and the creature radiates an intense heat. The average conflagration ooze measures 8 feet across and weighs around 1,500 pounds.
Conflagration oozes, unlike the majority of their ooze counterparts, are not mindless eaters. They possess a reasonable degree of intellect, allowing them to formulate tactics and basic strategy. One typically claims a series of caverns near a volcano or hot springs as a lair. It spends most of its time hunting, like other oozes, as it requires a great deal of energy to fuel the massive inferno raging within.
Conflagration oozes also hoard treasure, and some have even been known to conduct magical research. Conflagration oozes love fire, and they sometimes wander out of their lairs to revel in the destruction and panic their coming brings as entire regions of land are consumed in their passing.
Conflagration oozes speak Ignan.
A conflagration ooze begins a battle with its spell-like abilities, hoping to immobilize some of its opponents before engaging in melee. Once it closes in, it attempts to grapple its foes and infuse them with the fiery toxin that surges through its body.
Fire in the Blood (Su): A potent fiery toxin flows through the body of a conflagration ooze. Any creature grappled or pinned by the ooze must make a successful Fortitude save as the fiery toxin seeps through the victim’s skin (or whatever surface passes for its skin) and into its blood (or life-supporting fluid, such as sap in a plant creature).
Failure indicates that the toxin has taken hold of the creature’s body and has begun converting portions of its blood into liquid flame. The creature takes Constitution and fire damage, in addition to any damage already dealt by the slam or grapple. The DC of this save (which is Constitution-based), along with the amount of Constitution and fire damage, is shown after this special attack entry in the creature’s statistics block. Each round the creature remains grappled by the ooze, and for 1 round afterward, it must make another Fortitude save to reduce or avoid the same effects.
Success indicates the creature takes 1d6 points of fire damage in addition to any damage already dealt by the slam or grapple, as the fire burns and sears the creature.
As a creature that fails its saves takes Constitution damage, the flaming blood burns through the victim’s skin in small patches that increase in size the more Constitution damage accrues. Tiny rivulets of flame leak from these holes, as well as from the creature’s ears, nose, and mouth, running down the victim’s body and giving it an unearthly, terrible appearance.
Creatures that lack a Constitution score, such as constructs and undead, or any sort of life-dependent body fluid, such as elementals, are immune to the Constitution damage from this ability but are still subject to the fire damage.
Improved Grab (Ex): To use this ability, the conflagration ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to deal slam damage with a successful grapple check. The ooze can also attempt to use fire in the blood against the grappled target.
Spell-Like Abilities: 1/day—confusion (DC 15), deep slumber (DC 14), hold monster (DC 16). Caster level 10th.
Skills: Conflagration oozes have a +8 racial bonus on Hide checks and Move Silently checks.
Infused by evil power, the infernal conflagration ooze is more sinister than its nonfiendish cousin.
Infernal conflagration oozes speak Ignan and Infernal.
The infernal conflagration ooze presented here adjusts the base creature’s statistics by advancing its Hit Dice, adding ability score increases based on Hit Dice, and adding the fiendish creature template.
Despite its size, the infernal conflagration ooze is quite stealthy. It prefers to attack from ambush, surprising its prey with its confusion, deep slumber, and hold monster spelllike abilities, then following up with melee attacks (opening with its smite good attack). Infernal conflagration oozes use Power Attack frequently unless their foes prove particularly difficult to hit.
An infernal conflagration ooze’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Smite Good (Su): Once per day the infernal conflagration ooze can make a normal melee attack that deals +15 damage against a good foe.
Spell-Like Abilities: 1/day—confusion (DC 16), deep slumber (DC 15), hold monster (DC 17). Caster level 10th.
Occasionally, those who have encountered conflagration oozes and survived meet others of a similar experience. In the course of comparing their respective war stories, these individuals sometimes discover that the creature they faced had one ability the other group’s did not and assume the creatures to have been different monsters entirely. These individuals would be wrong.
Highly magical creatures, some rare conflagration oozes have evolved beyond the abilities normally associated with standard creatures of their species, gaining a new, deadly ability in the process. These conflagration oozes have a death throes special ability that allows them to expose their foes to their deadly fiery toxin even after death. The CR of these variant conflagration oozes is increased by 1, since it’s entirely likely that the lethal creatures manage to mortally wound an opponent in the course of their own death.
Death Throes (Ex): When killed, a conflagration ooze explodes in a fiery flash of goo that deals 3d6 points of fire damage and 3d6 points of bludgeoning damage to anything within 20 feet. Creatures that make a DC 17 Reflex save take half damage.
In addition, creatures caught within the blast are exposed to the ooze’s fiery toxin. These creatures must make a DC 17 Fortitude save or take 1d4 points of Constitution damage and an additional 2d6 points of fire damage. Only creatures that take damage from the initial blast must make this second save. The save DCs are Constitution-based.
Source: Monster Manual III, page 30.