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by Jamie Baty

IM 48
Small Outsider (Exalted, Extraplanar, Water)
Hit Dice: 3d8 (13 hp)
Initiative: +5 (+5 Dex)
Speed: 60 ft. (12 squares), swim 100 ft. (20 squares)
Armour Class: 24 (+1 size, +5 Dex, +8 natural), touch 16, flat-footed 19
Base Attack/Grapple: +3/+3
Attack: Touch +4 melee (See Below)
Full Attack: Touch +4 melee (See Below)
Space/Reach: 5 ft. / 0 ft.
Special Attacks: Improved grab, mind power, suffocate
Special Qualities: Alchemical essence, darkvision 60ft., immunity to fire, outsider traits, potent magic, spell resistance 13
Saves: Fort +3, Ref +8, Will +4
Abilities: Str 11, Dex 21, Con 10, Int 14, Wis 12, Cha 15
Skills: Bluff +8, Disable Device +5, Escape Artist +11, Hide +17, Intimidate +5, Listen +6, Move Silently +13, Open Lock +8, Sleight of Hand +11, Spot +6, Survival +4, Swim +14
Feats: Alertness, Improved Grapple (B), Stealthy
Environment: Outer Planes
Organisation: Solitary, Pair, or Crew (2-5)
Challenge Rating: 5
Treasure: 2-5 Potions
Alignment: Always chaotic neutral
Advancement: 4 HD (Small); 5-8 HD (Medium); 9-15 HD (Large); 16-20 HD (Huge)
Level Adjustment: -
Soo are watery time-beings, and have no solid forms. They appear as small dark spheres, each about 1 foot across per hit die. Each soo is composed mostly of water and time.
Although a soo's form is not magical, its substance can produce an effect identical to those of any one potion. Most soo deliberately choose one such effect, usually ethereality, gaseous form, or poison. If part of a soo is ingested by an opponent (such as in the course of a bite attack), the potion takes effect immediately. The attacker may make a saving throw to avoid the effect. Any effect produced in this way is magical, despite its non-magical origin, and may thus be dispelled or otherwise magically countered.
A soo's form collapses when the creature is slain, forming a puddle of water which rapidly disperses in most environments. If the victors act quickly, they may gather 2-5 potions (of the same type as its essence) from the remains.
Soo are rather independent creatures, not very interested in other life forms. They feed by absorbing water, and enjoy savouring its impurities.
The soo are notorious liars, and have offered a large number of conflicting stories about their origin and background. Their true story has probably been revealed but disbelieved with all others. This habit has led to the Immortal expression, "not worth a soo."

Soo fight by trying to grab their foes and suffocate them. They may hit their grappled foe's with touch spell effects (using Mind Power) if the foe is dangerous.

Improved Grab (Ex): If a Soo hits a creature with its touch attack, it attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple is successful, the Soo may suffocate its victim. A Soo may grab foes of any size up to one size category larger than it.

Mind Power (Sp): As a swift round action, a Soo may create a variety of spell-like effects at the expenditure of Power Points. It possesses 30 Power Points (10 per HD). Power Points regenerate with rest at the rate of 1 PP per minute of rest. Soo are associated with the Sphere of Time. The following are typical uses for the Power Points:
A Soo can cast any mortal spell at 25th level, but that costs it double the spell level in PP (for example, a fire ball would cost it 6 PP). They are limited to spells and effects associated with the Sphere of Time.
A Soo may cast the immortal spells power attack (2 PP per 1d6, up to 3d6), probe (5 PP) and probe-shield (5 PP).

Suffocate (Ex): A Soo can suffocate any grappled foe. Any character can hold her breath while grappled by the Soo for a number of rounds equal to 1/2 her Constitution score. After this period of time, the character must make a DC 12 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.
When the character finally fails her Constitution check, she begins to suffocate. In the first round, she falls unconscious (0 hp). In the following round, she drops to -1 hit points and is dying. In the third round, she suffocates to death.

Alchemical Essence (Ex): A Soo's essence is much like a potion. Each Soo has a different essence, and they are usually of effects harmful or inconvenient for imbibers. Any creature that bites a Soo must make a DC 11 (Con based) Fortitude save or be affected by the Soo's essence as if they drank a potion.

Potent Magic (Ex): Unlike mortal creatures, a Soo can affect an immortal with its magical attacks.

Skills: A Soo has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.