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Crawling SlurryCreature 16


RareNMediumAcidMindlessOoze
Source Pathfinder #174: Shadows of the Ancients
Perception +26 (motion sense 60 feet, no vision)
Languages none
Skills Athletics +35, Stealth +30
Str +5, Dex +9, Con +6, Int -5, Wis +0, Cha -5

AC 30; Fort +28; Reflex +31; Will +20;
HP 300
Speed 30 feet (climb 20 feet)
Immunities acid, critical hits, mental, poison, precision, unconscious, visual

Pseudopod One Action +32 (+27, +22) to hit 3d10+11 Bludgeoning + 2d8 Acid

Motion Sense

A crawling slurry can sense nearby motion through vibration and air movement.

Splatter Reaction

Trigger The crawling slurry takes bludgeoning damage from a creature it can sense within 10 feet


Effect The crawling slurry ejects a splash of acid onto the creature, dealing acid damage equal to the bludgeoning damage dealt to the crawling slurry (DC 37 basic reflex).

Constrict One Action

2d10+3 bludgeoning damage plus 2d8 acid, DC 37 basic fortitude


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Crawling Slurry Acid

A crawling slurry's acid damages metals and organic materials but not stone.

Engulf Two Actions

DC 37 reflex save, 5d10 acid damage, Escape DC 37, Rupture 20. A crawling slurry regains 30 Hit Points if a living creature it is engulfing dies.

The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Flat-Footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.

If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Acid damage can scar stone and reduce flesh to pitted chunks, but some organic compounds are resistant to acid and respond by combining into a mass of roiling, living slurry. These scarred clumps hunger to consume anything they can sense. They move with quick, darting contractions that surprise those used to facing slow-moving oozes.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Acid

Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.