Large Outsider (Chaotic) Hit Dice: 4d8+12 (30 hp) Initiative: +5 (Dex) Speed: 40-ft. Armour Class: 25 (+5 Dex, -1 Size, +12 natural),touch 14, flat-footed 21 Base Attack Bonus/Grapple: +3/+11 Attack: Two slaws +1 melee (1d6+4) or bite +6 melee (1d4+6 plus engulf) or by weapon Full Attack: Two claws +1 melee (1d6+4) and bite +2 melee (1d4+4 plus engulf) or by weapon Space/Reach: 10-ft. /10-ft. Special Attacks: Clutch, Engulf Special Qualities: Immune to Critical Hits and Flanking, Adaptable, Weapon Use Saves: Fort +7, Ref +9, Will +6 Abilities: Str 18, Dex 20, Con 16, Int 14, Wis 14, Cha 14 Skills: Balance +20*, Bluff +10, Climb +10, Disguise +15*, Hide +6, Intimidate +7, Knowledge (the planes) +7, Listen +9, Move Silently +12, Sense Motive +7, Spot +10, Tumble +12 Feats: Combat Expertise, Improved Disarm Climate/Terrain: Tarassein Organisation: Solitary or Shower (9-12) Challenge Rating: 4 Treasure: Standard Alignment: Always any chaotic Advancement: 5-10 HD (Large), 11-15 HD (Huge)

This entity is a geyser of black slime that spouts constantly from the ground. Shapes – limbs, faces, body parts and stranger, less discernible objects – form and dissolve as the slime rushes up and flows down the slick flanks of this pillar of ooze. The only constant feature is the cluster of eyes near the top of the pillar, although the faces, organs, hands and other housings that contain these eyes change constantly.

Orodro are sentient geysers of chaos. They are referred to as ‘Limbfountains’ in some texts, as most of the matter they throw up from inside themselves is organic, and looks like dismembered chunks of a humanoid body. Despite their off-putting – even vile – appearance, Orodro can be quite pleasant, although some have no compunctions about chopping humans up for aesthetic reasons.

The realm of the Orodro is a very alarming plane indeed; their magics have merely slowed the endless churn of Tarassein, not stopped it. Walls shift and twist, buildings coil and writhe; the very laws are mutable. The Orodro consider Allmother Chaos to be a goddess eternally in the process of birthing itself, and have ties to various chaos or apocalypse cults. The race as a whole is not hostile, but some seek to drag everything back into primal formlessness. Orodro rarely leave their home plane, except when hired as assassins or aiding a chaos cult.

The Orodro can consciously slow their own changes, selecting the right random body parts that swell up from within them to build a surprisingly good patchwork humanoid body. They use this ability to infiltrate other planes in disguise.


Orodro are frightening foes; they are extremely agile and fluid combatants, slipping through the defences of enemies and rapidly adapting to their enemy’s actions.

Clutch (Ex): If a Orodro hits with both claw attacks, it may make a free bite attack at its full attack bonus.

Engulf (Ex): An Orodro who hits with its bite attack may attempt to flow over a Medium-size or smaller opponent. This requires a Grapple check; if the Orodro wins, it envelops the foe. The foe begins to drown, and any attacks that strike the Orodro must also be applied against the enveloped foe (for example, if a character makes an attack on the Orodro that hits Armour Class 20 and deals 10 points of damage, an enveloped enemy would also take 10 damage if his Armour Class was 20 or less). A character can escape from being engulfed by making a successful Grapple check against the Orodro.

Adaptability (Su): Whenever an orodro is struck by a weapon or energy type, it gains Damage Reduction 2 against that attack form for the next six rounds, to a maximum of DR10.

Weapon Use (Su): An Orodro is instinctively proficient in any melee weapons it holds. They delight in disarming their opponents and using their weapons against them.

Skills: Orodro have a +8 racial bonus to Balance and Disguise checks. They may disguise themselves as Medium creatures.