Plasmoid, DelNoric
Type: Small Ooze
Hit Dice: 4d10 + 12 (34 hp)
Initiative: +0
Speed: 20 ft.
Armor Class: 16 (+1 Size, +5 Natural), touch 11, flat-footed 16
Base Attack/Grapple: +3 / +3
Attack Slam +8 melee (1d3+4); or Morningstar +6 melee (1d6+4/x2)
Full Attack: 3 Slams +8 melee (1d3+4); or Morningstar +6 melee (1d6+4/x2), light mace +6 melee (1d4+4/x2), light mace +6 melee (1d4+4/x2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Squeal, Acid
Special Qualities: Plasmoid, DR 5/Bludgeoning, Immune to Acid, Fire Resist 15, 
Sprout Arms, Power Stretch
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 18, Dex 10, Con 16, Int 11, Wis 11, Cha 10
Skills: Listen +11, Spot +11*
Feats: Multiweapon Fighting, Alertness
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Environment: Any
Organization: Band (2 – 8)
Challenge Rating: 3
Treasure: Standard
Alignment: Any evil
Advancement: 5-8 HD (Medium), 9-12 HD (Large)
Sprout Arms (Ex): As a full round action, a delNoric can choose to sprout (or absorb) one arm from (into) its gooey mass of a body. A delNoric can have a maximum of 6 arms out at any given time, and the minimum size of an arm is 5 inches in diameter. The delNoric can use these additional arms to attack, if it so chooses. Their preference, however, is to have just 3 arms out at any given time.

Squeal (Ex): A delNoric can emit a high pitched squealing sound by forcing air out of tiny holes in its frame. The Squeal lasts for 1d4 rounds, causing all within 20 feet of the delNoric to take 1d4 points of sonic damage each round. The damage can be reduced by half with a successful Fort save DC 15. The save is Constitution-based.

Acid (Ex): Once per hour, a delNoric can expel a large volume of acid from a tube in its body. It can shape this acid as a stream or a cone. To hit with the stream, the delNoric must succeed on a ranged touch attack. The stream has a maximum range of 20 feet and deals 2d10 points of acid damage. The cone has a range of 10 feet and deals 3d4 points of acid damage. In either case, the target can reduce the damage by half with a successful Ref save DC 15. The save DC is Constitution-based.

Power Stretch (Ex): If a delNoric focuses for 2 rounds, it can stretch itself out, doubling its height. A delNoric can move normally while performing a Power Stretch, but it cannot attack. It takes one full round move action for the delNoric to convert back to its normal form and ability.

Skills: DelNoric have a +2 bonus to Spot and Listen 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.