A red blob-like enemy with many blue eyes all over its body.
Orukat (CR 16)
N Medium Ooze
Init +9; Senses All-around vision, Darkvision 60 ft.; Perception +25
AC 32, touch 15, flat-footed 27 (+5 dex, +17 natural)
hp 230  (20d8+126)
Fort +14, Ref +13, Will +12
Immune Confuse, Berserk, Death, Ooze traits; Strong Physical
Speed 20 ft.
Melee Slam +21 (1d8+9 plus death)
Ranged Eye Ray +21 ranged touch (1d10 elemental damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Death (Fort DC 26), HP Absorb, MP Absorb
Str 22, Dex 20, Con 22, Int 4, Wis 18, Cha 10
Base Atk +15; CMB +21; CMD 36
Feats Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Toughness, Weapon Focus (ray)
Skills Perception +25, Survival +21; Racial Modifier +4 Perception
All-around Vision (Ex)
Orukats are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Perception checks, and they cannot be flanked.
Blind Vulnerability (Ex)
If an orukat is blinded, it only targets a single eye, chosen by the attacker when the blindness goes into effect. The orukat can choose to use another eye instead of the blinded one. However, if someone were to cast blindga this would affect up to 5 of its eyes if it fails its save. An orukat have usually around 100 eyes.
Eye Rays (Su)
An orukat can attack with ten eyes, each capable of triggering a ray as a ranged touch attack with a range of 150 feet. A single eye ray can be used a standard action. The orukat can use up to all its eye rays as a full round action. Neither option provokes an attack of opportunity. All eye rays can be used at will also each eye ray does a selective type of elemental damage besides non-elemental damage type.
HP Absorb (Su)
An orukat can fire a pulsating green beam at a single target that drains HPs and heals itself. The attack deals 5d6 points of non-elemental damage (Fortitude save DC 24 to negate). Blue mages may learn this ability as a 5th level spell (Knowledge: Dungeoneering DC 25).
MP Absorb (Su)
An orukat can fire a pulsating green beam at a single target that drains MPs and heals itself. The attack deals 5d6 points of MP damage (Fortitude save DC 24 to negate). Blue mages may learn this ability as a 5th level spell (Knowledge: Dungeoneering DC 25).
3/day, Orukat summons a hand of death that cycles through your allies, yourself, and your foes alike. Choose a creature within 60 feet at random, that creature dies. This spell cannot be reflected back at the caster. Everyone’s numbers must be decided before you make the roll. Roll a die based on the size of the group within the radius and if it happens on fall upon their number, that target dies. If the number happens to be in between two picked numbers, flip a coin to determines who dies. Blue mages may learn this ability as a 9th level spell (Knowledge: Dungeoneering DC 33).