# Reekmurk >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ <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** stench (30 ft., DC 17 Fortitude, 1d4 rounds) #### defense **AC** 15, 15 touch, 8 flat-footed (+7 Dex, -2 size) **hp** 48 (5d8+25) **Fort** +6, **Refl** +8, **Will** -4 **Feint** —, **Demoralize** — **Immune** cold, ooze traits **Weakness** vulnerable to sunlight #### offense **Speed** 40 ft., swim 60 ft. **Melee** slam +7 (1d8+9 plus 1d6 acid and poison) **Space** 15 ft., **Reach** 10 ft. #### 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 #### 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) Creatures affected by the reekmurk's foul stench 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 the near-freezing ocean depths. Undersea earthquakes often force reekmurks to the surface, where they remain until the break of day. They also live in the deepest underground lakes and rivers. A reekmurk on land looks like a sheet of animated blackoil. In water, it resembles a cloud of ink. ### Combat Only sunlight can drive off a hungry reekmurk. Unfortunately for those attacked at night, reekmurks are always hungry.