Here is a monster I was thinking to add to our game, as a custom monster. I would seriously like the community's feedback / constructive criticism and ways to balance this monster.
Recommended for lv.12+ , party of 5 – 7
Status: AC: 29 FORT: 32 REF: 24*WILL: 24*
*+1 to these defenses for each ooze swarm within five squares (up to preferred harmony number)
Hit points: 100 (not sure what’s a fair, balanced number)
Perception: +10 (+1 for each Ooze swarm up to harmony number - see below)
Initiative: +10 (+1 for each Ooze swarm up to harmony number - see below)
Physical Description / background:
Ooze swarms are cousins to gelatinous cubes. They have the same general viscosity and make the same sounds as their cousins and like cubes, tend to dwell underground. This is where their similarity ends.
Unlike their brethren, Ooze swarms do not take a defined cube shape. They instead take a half-moon or slightly spherical form. They also are semi-sentient, and prefer the close proximity of other oozes.
Nature or Dudgeoneering checks: DC: 15/25/35
The above description +: Ooze swarms have a preferred harmony number (generally three), though larger numbers have been rarely reported.
The above description+: Ooze swarms’ color represents the type of damage they inflict and their resistances to that type of damage (resist 5)
The above description+: Ooze swarms tend to have vulnerabilities (vuln 5) related opposite to their color
Red: fire damage / vuln cold. Blue(opposite)
Yellow: Acid damage / vuln poison. Black (opposite)
Opaque(clear)*: Radiant damage / vuln necrotic. Grey(or purple) / (opposite). *Opaque swarms tend to be benevolent, or at least not outwardly hostile. If a party makes no moves of hostility, the swarm will generally ignore the party's presense. Rare cases indicate an Opaque ooze swarm can even be talked with, via telepathy. If an Opaque swarm is initially hostile, you may feed it 1lbs of organic matter to pacify it (this won't work if you initiated the hostility)
*Ooze swarms ALWAYS resist 5 force damage
*Ooze swarms LIKE thunder/lightning damage. They regen 1d6 hp on any thunder/lightning attack, and the attack itself does no damage.
(( end nature/dungeneering check ))
Move: Ooze swarms can shift 2 as a move action, or move their speed
Basic attack (Standard Action): +18vs. AC. Hit:2d10 (color typed) damage, and target is dotted for 5 ongoing (color typed) damage and slowed (save ends both). If target is already slowed, target is restrained
Recover(at-will)*(Standard Action): *only a freshly spawned ooze swarm may recover 4d10 + 10 on its first turn. After its first turn, it loses this power. See how Ooze swarms spawn, below.
Absorb(at-will)* (Standard Action): if target is slowed/restrained/dazed, ooze swarm may make a grapple attack. +16 vs. reflex. Hit: target takes 10 (color typed damage) and is grappled. At the start of their turn, takes 10 (color typed) damage. *There is no limit to the number of PCs an ooze swarm my grapple, and PCs may be affected by multiple ooze swarms' grapple damage.
Minor (limit once per turn): shift one
Minor(cannot be used if the swarm still has its recovery at-will power. limit one per turn) 10 + 1d6 hp recovery
Burst spray(encounter - recharge 6): Close Burst 1. +16 vs. FORT. Hit:1d10 + 10 (color typed) damage, and all targets are dazed and dotted for 5 damage of same type (save ends both). Other ooze swarms of the same color are immune to this attack. Miss: Half damage, and targets are dazed until the end of ooze swarm's next turn.
Bloodied Power(when first bloodied) : immediate reaction to use their burst attack (even if they've expended it and not regained its use).
Immediate interrupt (if the swarm still has its recover at-will power) shift their speed. This shift can travel through PC tiles and doesn’t provoke attacks of opportunity (though if a fighter has them marked, they can take their combat challenge attack but cannot stop the movement)
Death Blow: When an ooze swarm dies, it ruptures with a sickening fleshy ‘pop’. All adjacent allies make a saving throw. If they fail, they take 10 (color typed) damage.
immediate reaction: When an ooze swarm is missed with any attack, the ooze swarm may divide into two ooze swarms, if the following conditions are met:
1) The ooze swarm cannot be at its preferred harmony number
2) The ooze swarm cannot have its recovery at-will power
3) There must be a free tile adjacent to the ooze swarm
4) The parrent cannot be bloodied
The child swarm has the same initiative order as its parent, but goes after its parent. A freshly spawned ooze swarm has a special recovery at-will. While it has this power, it cannot use its burst spray, basic attack, nor divide.
The child starts at the parrent's HP - 25. The parent then takes 25hitpoints damage
Special: An Ooze swarm may choose to assimilate itself into an adjacent Ooze swarm as a standard + minor action (it cannot do this if either itself or the target Ooze swarm still has its recovery at-will power) When it does so, it adds its current HP to the other swarm's total (HP above their max converts into temporary HP and follows all temp. HP rules).