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Giant AmoebaCreature 1

Source Pathfinder Bestiary 2
Perception +4 (motion sense 60 feet, no vision)
Languages none
Skills Athletics +6, Stealth +3
Str +3, Dex -2, Con +2, Int -5, Wis +0, Cha -5

AC 8; Fort +7; Reflex +3; Will +5;
HP 45
Speed 10 feet (climb 10 feet, swim 10 feet)
Immunities acid, critical hits, mental, precision, unconscious, visual
Weaknesses Slashing 5

Pseudopod One Action +8 (+3, -2) to hit 1d6 Acid

Motion Sense

A giant amoeba can sense nearby creatures through vibration and air or water movement.

Constrict One Action

1d4 bludgeoning damage plus 1d4 acid damage, DC 17 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.

Envelop Three Actions

Requirements The giant amoeba begins its turn with a target its size or smaller Grabbed

Effect The giant amoeba maintains the Grab and extends pseudopods to surround the creature and pull it inside the amoeba's body. This thereafter has the same effect as if the amoeba had Engulfed the creature (DC 17, 1d6 acid damage, Escape DC 17, Rupture 3).

Weak Acid

A giant amoeba's acid damages only organic material-not metal, stone, or other inorganic substances.

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.

These blobs of nearly transparent protoplasm are identical in form and behavior to the microscopic creatures from which they have evolved, except their outlandish size makes them all the more dangerous. Unlike slimes, puddings, and other deadly oozes, giant amoebas have an outer membrane that contains their internal structures, making them more susceptible to slashing weapons than their amorphous kin. However, this membrane is also extremely flexible and permeable, allowing them to surround prey and absorb it, suffocating and slowly digesting it in the amoeba's acidic fluids.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.


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.