Mirage Menace
You come upon a wadi that you thought was dry- but a glimmering pool sits there, dry bones and the tantalizing remains of some traveler on its shore.

Mirage Menace (CR 7; XP 3,200)
N Large ooze
Init -5; Senses blindsight 60 ft.; Perception -5
AC 4, touch 4, flat-footed 4
(-5 Dex, -1 size)
hp 105 (10d8+60)
Fort +9, Ref -2, Will -2
Defensive Abilities suspended animation; Immune ooze traits
Speed 10 ft.; swim 10 ft.
Melee slam +11 (2d4+7 plus 1d6 acid plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d4+7 plus 1d6 acid)
Spell-Like Abilities (CL 10th; concentration +5)
constant—major image (when in suspended animation)
Str 20, Dex 1, Con 23, Int —, Wis 1, Cha 1
Base Atk +7; CMB +13; CMD 18 (can’t be tripped)
Skills Swim +13
SQ transparent
Environment desert
Organization solitary
Treasure none
Special Abilities
Acid (Ex) A mirage menance’s acid does not harm bone or stone.
Suspended Animation (Ex) When not actively moving, the mirage menace can flatten itself to look like a large pool of water. When in suspended animation, the menace is not recognizable by mundane or magical means as a living thing. It takes a move action to enter or exit suspended animation.
Transparent (Ex) Due to its lack of coloration, an mirage menace is difficult to discern. A DC 20 Perception check is required to notice a motionless mirage menace.

An atypical ooze to tolerate the outdoor elements of harsh sun and heat, the mirage menace simulates a prime drawing point for living prey in the desert, appearing quite similar to water when it finds a proper resting place. Even in functional oases, mirage menaces can blend in like a living oil slick to entrap those who come for life-giving water. They possess some element of sensitivity to the thoughts of its prey, as they can maintain a strong illusion of attractive objects, luscious plants, or perhaps even a habitation, while in their dormant hibernatory state. As individual oozes never vary their their mirages, it is believed they get them from the psychic impression of the first creature they consume after their fission-birth.

Somewhat more picky than most oozes, mirage menaces do not dissolve bone, specifically, calcium, and reject all water contained in prey they consume. This supports the desert ecosystem, and their hunting grounds often become oases in their own right, especially after a camel caravan makes their last stupid mistake.

On Porphyra
The zendiqi denizens of the southern wastes name the ‘mirage menace’ mutarga; “death water”. This is not a term of fear, for they use immature specimens as a macabre water-still to turn captured enemies into precious water in the deep desert. “Deathwater Wine” is a rare and prized drink for those chieftains who have the prowess to provision it. Some larger oozes are tolerated near borders as breeding stock and impromptu living border guards.