Inooa, Blob (3.5e Creature)

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Blob Inooa
Size/Type: Large Outsider (Chaotic)
Hit Dice: 18d8+72 (157 hp)
Initiative: +10
Speed: 20ft.
Armor Class: 20(-1size, +6dex, +5nat), touch 15, flat-footed 14
Base Attack/Grapple: 18/27
Attack: Tentacle +20melee (1d8+4)
Full Attack: 6 Tentacles +20melee (1d8+4)
Space/Reach: 10ft./20ft.
Special Attacks: Constrict 1d8+4, Improved Grab, Trail of Chaos
Special Qualities: Chaotic Morph, Damage Reduction10/lawful, Darkvision 60ft., Immunity to Electricity and Fire, Outsider Traits, Resistance to Acid20 and Cold20
Saves: Fort +13, Ref +13, Will +11
Abilities: Str 19, Dex 22, Con 19, Int 10, Wis 14, Cha 10
Skills: Concentration+15, Disable Device+10, Intimidate+10, Move Silently+15, Search+11, Sense Motive+10, Spot+15, Use Magic Device+10
Feats: Great Fortitude, Improved Initiative, Improved Unarmed Strike, Multiattack, Power Attack
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or mob (6-11)
Challenge Rating: 17
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 19-27 HD(Large), 28-45 HD(Huge)
Level Adjustment:
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The creature has a coloration of indigo that reflects light like a dull metal. What seems like a humanoid head with 2 eyes and a nose soon merges with a wriggling blob of flesh that grows 6 gelatinous tentacles. Beneath the tentacles that stretch and shrink simultaneously are two projections that seems to be the feet of this creature.

The inooa is the predator of the Limbo. Both githzerais and slaadi fear this creature that can travel through unstable areas of Limbo. It makes good use of the gravity and falls towards its victim, breaking through any sort of barricades. Although it has no need to eat, it acts as if it enjoys consuming another creature, which makes others think that the inooa originated from the material realm and remolded to fit the chaotic planes. Usually they are found alone, but occasionally one can find them clustered together in a mob as a result of a mother spawning several children. Even when thrown into another realm that is potentially disastrous, the inooa is usually able to cope with it by changing forms.


The inooa likes to grab a victim from unexpected distance, and then run him over the path that it traveled on.

Constrict (Ex): An inooa deals automatic arm or tentacle damage with a successful grapple check.

Improved Grab (Ex): To use this ability, the inooa must hit an opponent with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Trail of Chaos (Su): An inooa's footstep leaves a trail of chaos wherever it goes. Any creature that steps onto a place that the inooa has been in the past round must make a fortitude save of DC19. Those who fail this is affected by the chaos, and takes 1d3 Dex damage, 1d3 Charisma damage, and 1d3 Constitution damage. The trail evaporates after one full round.

Chaotic Morph (Su): An inooa has the ability to change its form in a way that it thinks is the most fitting for the situation. Using a full round action, the inooa can transform into Normal form, Hulk form, Slim form, Wing form, Loaf form, or Core form.

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