Giant SlugCreature 8
Source Pathfinder Bestiary 2
Perception +14 (no hearing, scent (imprecise) 60 feet)
Languages none
Skills Athletics +19
Str +7, Dex -1, Con +7, Int -5, Wis +2, Cha -4
AC 25; Fort +21; Reflex +11; Will +14;
HP 165
Speed 20 feet (climb 15 feet)
Weaknesses Salt 5
Resistances Acid 10
Radula +21 (+16, +11) to hit (reach 15) 2d10+10 Slashing
Foot +21 (+16, +11) to hit (reach 10) 2d8+10 Bludgeoning
Disgorged Mucus +17 (+12, +7) to hit (brutal, range increment 50, splash) 3d6 Acid
Scent (Imprecise) 60 feet
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
No Hearing (auditory)A giant slug has no auditory senses. It is immune to auditory effects, automatically critically fails Perception checks that require it to hear, and takes a -2 status penalty to Perception checks (but not initiative rolls) that involve sound but also rely on other senses.
MalleableThe giant slug can fit through tight spaces as if it were a Large creature. While Squeezing, it can move at its full Speed. It can Squeeze through spaces that typically fit only a Medium creature, but it does so at the usual Speed for Squeezing.
MucusAny creature hit by the giant slug or that moves into its mucus trail is coated in sticky, caustic mucus. It takes 1d4 Persistent Acid Damage and takes a -5-foot status penalty to its Speeds while the damage persists.
Mucus TrailAny square the giant slug moves into is coated in mucus. These spaces are difficult terrain, and any creature that moves into one or ends its turn in one is subjected to the slug's mucus. After an hour, the mucus dries and the area is no longer difficult terrain.
TrampleLarge or smaller, foot, DC 27 basic reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
These massive, primeval relatives of ordinary slugs squirm slowly through swamps and grasslands. Giant slugs are always voracious and prefer to eat flesh or plants high in water content. They frequently consume livestock or strip bare entire orchards or melon crops. For cattle, pigs, or other sizable meals, they first shred the creatures using their radula-tongue-like appendages covered in teeth- to make them easier to consume. The mucus secreted by a giant slug is powerfully acidic and viscous. Wherever it travels, the creature leaves a trailing brown strip that kills most vegetation. Farmers and ranchers, especially those living near swamps known to contain giant slugs, keep close tabs on these journeys. Many almanacs go into great detail on slug migration and mating seasons. Since each giant slug needs its own wide hunting ground, the creatures typically come into proximity to mate only once a year. Either or both slugs can become impregnated, and any that do typically lay a clutch of around 100 eggs. They usually lay these eggs in a shallow bog or a cool, humid cave.
Giant slugs tend to travel at night, as the creatures dislike sunlight and dry weather. They have been known to seek out locations like barns, the undersides of bridges, or even fortifications like castles for shelter as dawn starts to break. Woe to the unprepared farmer who ambles out at sunrise to milk the cows but instead finds that a giant slug has made the barn its home! Subterranean giant slugs don't have to worry about sunlight, and crawl about on no schedule in particular. Narrow tunnels pose little obstacle for them, as the creatures can easily compress their bodies. These factors make their movements very unpredictable, so they pose quite a menace for underground peoples like kobolds or xulgaths.
Traits
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.