Void Ooze

Large Ooze (Extraplanar)
Hit Dice: 10d10+80 (135 hp)
Initiative: −5
Speed: Fly 30 ft. (6 squares) (perfect)
Armor Class: 4 (−5 Dex, −1 size), touch 4, flat-footed 4
Base Attack/Grapple: +7/+16
Attack: Slam +11 melee (2d4+5 plus 1d8 negative energy plus energy drain)
Full Attack: Slam +11 melee (2d4+5 plus 1d8 negative energy plus energy drain)
Space/Reach: 10 ft./5 ft.
Special Attacks: Energy drain, engulf
Special Qualities: Blindsight 60 ft., death ward, ooze traits, shadow shield, split
Saves: Fort +11, Ref +0, Will +0
Abilities: Str 20, Dex 1, Con 26, Int —, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Negative Energy Plane
Organization: Solitary, midnight (2–7)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: — ♊
Level Adjustment: —

An area of darkness blacker than black seems to absorb light. It vaguely resembles a great flying black slug.

Void oozes frequently live in areas of doldrums, often cohabitating with undead that tend to leave them unmolested. Some intelligent undead will cultivate a void ooze and use its negative energy touch to repair damage to themselves and their minions.

Combat

A void ooze vigorously attacks living creatures with its slam attack and energy drain ability.

Death Ward (Su): A void ooze is protected by a death ward effect at all times, giving it immunity to death spells, magical death effects, energy drain, and any negative energy effects.

Energy Drain (Su): Living creatures hit by a void ooze’s slam attack gain one negative level. A void ooze gains 5 temporary hit points for each negative level it bestows.

Engulf (Ex): As a standard action, a void ooze can move over opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the ooze, but if they do so, they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 20 Reflex save or be engulfed; on a success, they are pushed back or aside (their choice) as the ooze moves forward. Engulfed creatures are subject to the ooze’s negative energy damage and energy drain each round, and are considered to be grappled and trapped within its body. The save DC is Strength-based.

Shadow Shield (Su): A void ooze is surrounded at all times by a mass of flitting black shadows (the equivalent of a darkness spell, but only covering the void ooze itself). This provides the void ooze with concealment.

In addition, the shield is infused with negative energy. Any creature striking the void ooze with a natural weapon or a handheld weapon takes 1d8 points of damage, as does any creature struck by the void ooze. Creatures wielding reach weapons, such as longspears, are not subject to this damage. Creatures with immunity to negative energy effects take no damage from this effect, and undead are healed of damage instead of injured (as by an inflict spell).

Split (Ex): If a void ooze’s energy drain attack would increase its hit points to 200 or more, it instead splits into two void oozes, each with 100 hit points, as a free action. The new ooze appears adjacent to its parent. If no space is available, it cannot spawn on this turn (but will do so as soon as space is available).

Source: Planar Handbook, page 133.