Oozeshardling Node
COMPLEX HAZARD 6 +13 (trained) (or –10 and no minimum proficiency if the oozeshardling node's electric pulse reaction has been triggered)
A lump of bluish ooze shot through with what look like tiny silver shavings of metal. Once it has been activated, it glows with arcs of electricity that leap out at nearby targets.
Two successful DC 21 Arcana or DC 21 Occultism (trained) checks on the oozeshardling to disperse its power, or DC 23 Acrobatics or DC 23 Thievery (expert) to remove the flecks of empowering warshard from within the oozeshardling. A failed Acrobatics or Thievery check to disable an oozeshardling results in the creature attempting the check taking 1d6 acid damage (2d6 acid on a critical failure).
AC 24; Fort +12, Ref +14
HP 64 (BT 32); Immunities critical hits, electricity, precision
Electric Pulse
A creature enters a space within 10 feet of the oozeshardling or the oozeshardling is created by the oozeshard's Spawn Oozeshardling Node ability
The oozeshardling unleashes a shocking blast that deals 3d6 electricity damage to all creatures in a 20-foot emanation around it (DC 24 basic Reflex save).
Speed 10 feet
Ranged Electric Spark +15 (range increment 15 feet), Damage 2d12 electricity
(3 actions) The oozeshardling uses its first action to make an electric spark Strike against one random non-ooze creature within range, its second action is used to move straight in a random cardinal direction (roll 1d4 to determine the direction), and its third action to make a second electric spark Strike against a different random non-ooze creature within range. The oozeshardling doesn't take a multiple attack penalty.
The oozeshardling node collapses and melds back into the oozeshard after 1 minute, or disappears entirely if the oozeshard is slain.
Pathfinder Society Scenario #6-07: A God Falls Where Magic FailsORC