Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Bedazzling
(aura, light, visual) 5 feet. A luminous ooze constantly sheds distracting multicolored light. A creature that ends its turn within the aura must attempt a DC 21 Fortitude save or become dazzled until the end of its next turn. On a critical failure, it instead becomes blinded until the end of its next turn.
Ability
Light Up
(light, visual) The ooze glows with blinding brightness. All creatures within a 30-foot emanation must attempt a DC 21 Fortitude save.Critical Success The creature is unaffected Success The creature is dazzled until the end of its next turn.Failure The creature is blinded until the end of its next turn.Critical Failure The creature is blinded for 1 minute.
Ability
Lightning Catcher
Whenever the luminous ooze's electricity immunity prevents it from taking damage, it gains 8 temporary HP. Until the end of its next turn, the luminous ooze's pseudopod Strike deals an additional 1d6 points of electricity damage.
Ability
Motion Sense
A luminous ooze can sense nearby motion through vibration and air movement.
Offense
Melee
Circumstance: combat round (melee)
pseudopod +13 [+8/+3], Damage 2d8+5 bludgeoning
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Trait
Ooze
Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.
Immunity
critical hits
electricity
mental
precision
unconscious
visual
Perception
motion sense 60 feet
no vision