# Reekmurk >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >gore: 2d6 (×2) > >Melee/Ranged: +7/+8 > >Secondary: +2/+3 > >Multiattack: +5/+6 > >M/R_PA: +7/+8 > >2nd/PA: +2/+3 > >MA_PA: +5/+6 > >Itterative: 1 > > xDmg:: Str: +6; Str2: +9; StrOH: +3; StrPA: +6; StrPA2H: +9; StrPAOH: +3 > > xDCs:: Str: 18; Dex: 19; Con: 17; Int: 12; Wis: 7; Cha: 7 > > xFeat:: —/0 (0) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Reekmurk</div> <div class="CR">CR 6 (2,400 XP)</div> <div class="SOU">Fiend Folio pg. 18</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Huge Ooze (aquatic) **Init** +7 **Senses** blindsight 60 ft.; **Perception** -5 **Aura** nauseating stench (DC 17 Fortitude, 30 ft., 1d4 rounds) #### defense **AC** 15, 15 touch, 8 flat-footed (+7 Dex, -2 size) **hp** 45 (5d8+25) **Fort** +6, **Refl** +8, **Will** -4 **Feint** —, **Demoralize** — **Immune** cold **Weakness** vulnerable to sunlight #### offense **Speed** 40 ft., swim 60 ft. **Melee** gore +7 (1d8+4) **Space** 15 ft., **Reach** 10 ft. **Special Attacks** acid, poison, stench, sunlight vulnerability, tendrils #### statistics **Str** 22, **Dex** 24, **Con** 21, **Int** —, **Wis** 1, **Cha** 1 **BAB** +3, **CMB** +11, **CMD** 28, **TA** +7, **RTA** +8 **Skills** Perception -5, Swim +14 **Languages** #### special abilities ### Acid (Ex) A reekmurk secretes a digestive acid that dissolves organic material quickly, but does not affect stone or metal. Each time a creature suffers damage from a reekmurk's acid, its clothing and armor take the same amount of damage from the acid. A DC 17 Reflex save prevents damage to clothing and armor. A wooden weapon that strikes a reekmurk takes 1d6 acid damage unless the weapon's wielder succeeds on a DC 17 Reflex save. If a reekmurk remains in contact with a wooden or leather object for 1 full round, it inflicts 17 points of acid damage (no save) to the object. The save DCs are Constitution-based. ### Poison (Ex) Injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d2 Dexterity damage; cure 2 consecutive saves. The DC save is Constitution-based. ### Stench (Ex) The reekmurk gets its name from the unbearable stench that surrounds it. This stink affects any creature within 30 feet of the ooze that can smell. Affected creatures must make a Fortitude save (DC 15) upon first being exposed to a reekmurk's stink or become nauseated for 1d4 rounds. ### Sunlight Vulnerability (Ex) A reekmurk takes 3d6 points of damage each round that it is exposed to natural sunlight. Spells that create sunlight (such as sunbeam and sunburst) have the most devastating possible effect on reekmurks, affecting them as if they were vampires. ### Tendrils (Ex) A reekmurk extends thousands of hairlike tendrils our to the limits of its reach at all times. Any creature within reach of a reekmurk must make a Reflex save (DC 19) each round or take 1d4 points of acid damage (and possible poisoning) from the frenzied tendrils. #### ecology **Terrain** Cold water **Organization** Solitary **Treasure** None **Advancement** 6–12 HD (Huge); 13–15 HD (Gargantuan) The rare and disgusting reekmurk is found usually in thenear-freezing ocean depths. Undersea earthquakes oftenforce reekmurks to the surface, where they remain until thebreak of day. They also live in the deepest undergroundlakes and rivers.A reekmurk on land looks like a sheet of animated blackoil. In water, it resembles a cloud of ink.