| Finoan |
They aren't specific to only oozes, but Bane Ammunition and Implosion Dust both have good effects against them.
| Trip.H |
I'd caution against implosion dust due it being a fort save "fail or nothing" item that doesn't actually do much of anything.
Even if it works, smaller size and -2 to damage is kinda... nothing.
You'll be better off buffing someone's damage via energy mutagen, rainbow vinegar, etc.
I'll +1 to the idea of slowing it down if you can get your party on board with kiting the ooze.
One ironic thing might be to use goo grenades / ooze ammunition on them.
The items impose a slow & persistent damage that does not fall off via recovery check, the foe either suffers effects, or spends at least an action to wipe it off.
And someone's error means that the circ penalty to speed of goo grenades stacks with ooze ammunition's untyped minus, ha ha. (which also stacks w/ Frost Vial's one turn status penalty)
| Castilliano |
I believe there's a general rule that you can't reduce movement below 5', though that's effectively zero in most situations.
With clubs (free & bludgeoning) or free improvised weapons (i.e. rocks), one could harass most oozes until facing higher level ones (where you'll have more resources, i.e. Hydraulic Push scrolls). It's not like hitting is an issue, so most everybody could contribute. Which is why oozes have so many hit points which might make it too expensive to kill via alchemy alone.
Of course designers typically optimize the situation for an ooze so it's difficult to kite like that and oozes often Grab or Engulf.