Pilgrim Reliquary of the Blue Ooze
The pilgrim reliquary has become a sacred wound in the battlefield. What should be a place of refuge instead leaks cold blue slime that smells of rain on old stone and copper pennies. The ooze does not simply attack intruders. It tastes prayer, blood, and motion, then lashes out to keep the relic, and its dark momentum, from being taken away.
Pilgrim Reliquary of the Blue Ooze
Defenses
Detection
“A waist-high reliquary stand of silvered pilgrim work, once meant to hold a saint's ash casket, now wrapped in crawling veils of translucent blue slime. The ooze pulses with a cold inner glow, and every few breaths it exudes hair-thin tendrils that patter across the floor like wet silk.”
Standard Engagement
A living creature approaches within 20 feet of the reliquary, touches the relic, or attempts to remove it from its mount without first breaking the ooze's bond.
On its initiative, the reliquary pulses and the blue ooze takes 2 actions. It can use Blue Tendrils, ooze forward up to 20 feet across surfaces or ceilings while leaving a slick trail of difficult terrain, or attempt to engulf the relic. If it engulfs the reliquary or a held holy object, creatures attempting to remove it take a -2 circumstance penalty unless they spend an Interact action to steady the object first. If at least one creature is adjacent to the reliquary, the ooze also makes a strike against that creature with a sticky pseudopod, +26 vs AC, 3d10+10 bludgeoning and the target is grabbed on a hit.
The hazard resets after 10 minutes if the reliquary remains in place and at least half of the blue ooze mass is intact. If the reliquary is removed, it does not reset unless the ooze has access to another consecrated vessel.
Blue Tendrils: The ooze sprays a sheet of adhesive filament in a 10-foot emanation. Creatures in the area must attempt a DC 34 Reflex save. Critical Success: no effect. Success: half damage and the creature is not slowed. Failure: 4d10 bludgeoning and 3d10 cold damage, and the creature is slowed 1 until the end of its next turn as the slime tethers its limbs. Critical Failure: double damage and the creature is restrained by the ooze until it Escapes DC 34 or the hazard is suppressed.
Reliquary Siphon: At the end of its routine, the hazard draws vitality from the nearest living creature within 30 feet that is not behind total cover. That creature must attempt a DC 33 Fortitude save. Failure: 3d10 void damage and 2d6 persistent bleed damage. Critical Failure: as failure, and the creature is drained 1. Healing magic cast within the aura is hampered, as the ooze greedily steals warmth and momentum.
Sacred Vessel Link: While the reliquary remains anchored, the hazard gains a +2 circumstance bonus to saves against effects with the light or positive traits, but it also loses this bonus if the relic is completely wrapped in sanctified cloth or placed inside a consecrated container.
Blue Hunger: Whenever a creature adjacent to the reliquary is healed by positive energy, the ooze can attempt a DC 32 counteract check against that healing. On a success, the hazard regains 10 HP, or 20 HP on a critical success.
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