Totally Not GG
THIS ENCOUNTER HAS BEEN HIT, BUT THE LOOTWRECKER HAS NOT BEEN KILLED
The Mine Shaft
Scout by Land or Air (DC 15): There’s an open-air strip mine built into the mountain, mostly consisting of a long cylindrical shaft that goes straight down. An armature of wooden stairs leads down in a spiral pattern, and there looks to be coal and a few objects at the bottom of the pit.
The mine shaft is 15*15 feet and 70 feet down. When the PCs are about 30 feet down, The Lootwrecker oozes out of cracks in the stone, destabilizing the stairs and causing them to collapse, dropping the PCs the remaining 40 feet (Reflex save DC 15 to catch themselves on the wall and functionally fall 20 feet). To end its surprise round, it fills the entire top of the shaft, shrouding the shaft in darkness. From there, it moves down every round (30 foot double move) with the intent of engulfing the PCs. When the encounter is over, the PCs have another problem: if the stairs are gone, how do they get up? (Sheer stone wall: DC 20 climb per 30 feet)
Giant Advanced Ebony Ooze: The Lootwrecker
N Huge ooze
Init –5; Senses blindsight 60 ft.; Perception –5
AC 10, touch 5, flat-footed 10 (–4 Dex, –1 size, 5 natural)
hp 66 (4d8+48)
Fort 9, Ref –4, Will –4
Immune electricity, ooze traits
Speed 15 ft.
Melee slam 8 (1d8 plus 4 plus 1d6 acid)
Space 15 ft.; Reach 10 ft.
Special Attacks engulf, paralysis
Str 18, Dex 3, Con 34, Int —, Wis 5, Cha 5
Base Atk 3; CMB 8; CMD 15 (can’t be tripped)
An ebony cubes acid is more powerful than a common gelatinous cubes, able to dissolve even metal. Any melee hit or engulf attack deals 1d6 acid damage and the opponent’s armor and clothing dissolve and become useless immediately unless he succeeds on a DC 20 Reflex save. A metal or wooden weapon that strikes an ebony cube also dissolves immediately unless it succeeds on a DC 20 Reflex save. The cube’s acidic touch deals 20 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Although it moves slowly, a gelatinous cube can simply engulf Large or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 16 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.
A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 22 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
The shaft is filled with melted, useless slag, long consumed by the ooze, save for one item that survived: a +1 adamantine heavy pick.