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Toxic Eradicator

Large ooze, neutral evil

Armor Class 15
Hit Points 123 (13d10 + 52)
Speed fly 40 ft.

3 (-4) 20 (+5) 18 (+4) 2 (-4) 6 (-2) 1 (-5)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks.

Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages understand Jagladine but can’t speak
Challenge 9 (5,000 XP)


  • Mephitic Smog. The toxic eradicator surrounds itself with a 30-foot radius of churning smog. The smog spreads around corners, and its area is lightly obscured. Any creature that starts its turn in that area must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the creature can take either an action or a bonus action on its turn, not both, and can’t take reactions.
  • Vaporous Form. The toxic eradicator can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing and has disadvantage on saving throws related to strong winds.


  • Engulf. The toxic eradicator envelops a single creature within its area. The creature must succeed a DC 17 Dexterity save or take 28 (8d6) poison damage and is grappled (escape DC 17). Until the grapple ends, the creature must make a DC 16 Constitution save at the beginning of each of its turns, taking 14 (3d6) poison damage on a failed save, or half as much on a successful one.
  • Pinpoint Poisoner (3/Day). The toxic eradicator dispels any effect within its mephitic smog’s area that provides temporary resistance or immunity to poison. In addition, creatures within the smog’s area have disadvantage on saving throws against the smog’s poison for the next 1d4 rounds.


Created as a living bio-weapon by jagladine scientists, the aptly named toxic eradicator was initially developed to purge the unsuccessful or dangerous results of jagladine tampering and experimentation. The toxic eradicator was designed with just enough intelligence to slavishly obey its masters but with more than enough cunning to make it a relentless hunter of its victims. The main inbuilt limitation of the toxic eradicator is that its only attack vector is poison. Any creature which is immune to poison is completely safe from a toxic eradicator’s attack, a fact that the toxic eradicator has been bred to recognize. Genetically programmed to kill, a toxic eradicator focuses its attacks on a single opponent and only retreats if all of its remaining foes are seemingly immune to its poison. In combat, it uses its pinpoint poisoner ability against a foe that it sees performing certain actions, such as drinking something, reading a scroll, or casting a spell, and afterwards seems immune to its attacks. Without orders to follow, a toxic eradicator usually finds an indoor or underground area, ideally one with small cracks or vents that it can use to move through and lurks there waiting for more victims.

Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham