Plasmoid, DeGleash
Type: Medium Ooze
Hit Dice: 8d10 + 24 (68 hp)
Initiative: +6
Speed: 30 ft.
Armor Class: 20 (+6 Dex, +2 Large steel shield, +2 Large wooden shield), touch 16, flat-footed 14
Base Attack/Grapple: +6 / +9
Attack: Slam +12 melee (1d4+3); or Warhammer +9 melee (1d8+3/x3)
Full Attack:  2 Slams +12 melee (1d4+3); or Warhammer +7/+2 melee (1d8+3/x3) and Light Mace +10 melee (1d6+3/x2) 
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Boom, Big Boom, Engulf, Constrict 1d4+3
Special Qualities: Plasmoid, Sprout Arms, Acid Resist 30, Vulnerability to Fire, 
DR 10/Bludgeoning, Power Lift
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 16, Dex 22, Con 16, Int 10, Wis 12, Cha 12
Skills: Climb +13, Listen +12, Spot  +11*
Feats: Alertness, Multiweapon Fighting, Weapon Finesse
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Climate/Terrain: Any non-desert
Organization: Solitary or Clan (2-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Any good
Advancement: 9-12 HD (Large), 13-16 HD (Huge)
DeGleash prefer to have 4 pseudopods out at any given time. They usually use two of these to hold shields, and attack with the other two. However, they can choose to attack with any combination of the pseudopods, with only a -2 penalty to each attack after the first. They can also hold weapons with the pseudopods, and attack normally with the weapons, dealing whatever damage is appropriate.

Sprout Arms (Ex): Once per round, as a free action, a deGleash can choose to sprout (or absorb) one arm from (into) its gooey mass of a body. There is no limit to the number of arms a deGleash can have out at any given time, as limbs can vary in size from 1/16 of an inch to 1 ft. in diameter. The deGleash can use these additional arms to attack, if it so chooses. Their preference, however, is to have just 4 arms out at any given time.

Boom (Ex): DeGleash have the ability to make a loud booming sound, once every 1d6 rounds. They usually do this at the beginning of combat. This is a sonic, mind-affecting fear effect. Those within 30 ft. who hear the booming must make a Will save DC 15 or become shaken for 1d4 rounds. Those who succeed at the Will save are immune to that deGleash’s Boom ability for 24 hours. The save DC is Charisma-based.

Big Boom (Ex): Every 1d6 rounds, a deGleash can unleash a very loud boom. All within 30 ft. (except the deGleash) who hear this big boom must make a Fort save DC 15 or be struck deaf for 2d6 rounds. All who hear the big boom must make a Fort save every time they hear it, regardless of previous results. The save DC is Charisma-based.

Engulf (Ex): As a standard action, a deGleash can engulf a creature up to one size smaller than itself by simply moving into their square. This attack does not provoke an attack of opportunity, though if there is an adjacent square available, the target is allowed a Ref save DC 17 to avoid the deGleash. If the target succeeds at his Ref save, he has moved himself to the adjacent square. Those engulfed take 1d8 points of damage per round from the deGleash’s digestive juices, and are also in danger of suffocating (see suffocation, pg. 88 in the DMG). An engulfed creature can make an opposed grapple check to force its way out. If the deGleash is constricting the engulfed creature, it receives a +2 bonus to its grapple check to keep the engulfed creature inside its body. The save DC is Strength-based.

Constrict (Ex): With a successful grapple check, the deGleash can constrict an engulfed creature for 1d4+3 points of damage.

Power Lift (Ex): If a deGleash focuses for 2 rounds, it can focus itself into one large, slow muscle, capable of lifting and moving objects as if its Strength scored were 10 points higher. A deGleash can move normally while performing a Power Lift, but it cannot attack. It takes one move action for the deGleash to convert back to its normal form and ability.

Skills: deGleash have a +2 bonus to Spot, Listen, and Climb checks.

Plasmoid: Immune to critical hits and death from massive damage. Immune to disease and poisons. Immune to damage from cold-based attacks. If a plasmoid is the target of a cold-based attack, the plasmoid must succeed at a Fort save (DC of spell or ability) or be affected as if by a slow spell for 1d6 rounds. Proficient with shields and all simple and martial weapons.