Pseudonatural Gelatinous Cube

This gelatinous cube was summoned from the reaches of the Realms of Madness for the sole purpose of cleaning the sewers. Conceived as a form of automatic cleaning for the Torvista sewer, this cube was long forgotten by its summoner and left to scour the sewers of the city for many years. The party encountered it while tracking Tibbons down in the sewer and promptly destroyed it, thus dooming Torvista to an eternity of clogged septic canals. On the bright side, they did manage to pick up some loose change and valuables that had accumulated in the cube. And that's what really matters.

Size/Type: Large Outsider
Hit Dice: 4d10+32 (54 hp)
Initiative: -5
Speed: 15 ft. (3 squares)
Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +2/+7
Attack: Slam +2 melee (1d6 plus 1d6 acid)
Full Attack: Slam +2 melee (1d6 plus 1d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, engulf, paralysis, true strike 1/day,
Special Qualities: Blindsight 60 ft., immunity to electricity, acid resistance 5, SR 14, DR 5/magic, ooze traits, transparent, alternate form (-1 morale to attack)
Saves: Fort +9, Ref -4, Will +9
Abilities: Str 10, Dex 1, Con 26, Int 3, Wis 1, Cha 1
Skills:
Feats: Endurance, Steadfast Determination

Acid (Ex)

A gelatinous cube’s acid does not harm metal or stone.
Engulf (Ex)

Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.

Paralysis (Ex)

A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.

Transparent (Ex)

Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.