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GlobsterCreature 5


NLargeAquaticOoze
Source Pathfinder Bestiary 3
Perception +9
Languages none
Skills Athletics +15
Str +6, Dex -5, Con +5, Int -5, Wis +0, Cha -5

AC 12; Fort +16; Reflex +6; Will +9;
HP 170
Speed 15 feet (swim 30 feet)
Immunities critical hits, mental, unconscious
Weaknesses Electricity 10

Tendril One Action +15 (+10, +5) to hit 2d8 + 6 Bludgeoning

Stench (aura, olfactory)

30 feet Aura


A creature entering the aura or starting its turn in the area must succeed at a DC 19 fortitude save or become Sickened 1 (plus Slowed 1 for as long as it's sickened on a critical failure).

While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all globsters' stenches for 1 minute.

Effect: Stench

Constrict One Action

1d8+6 bludgeoning, DC 22 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.

Nauseating Slap (poison)

A living creature struck by a globster's tendril must attempt a DC 19 fortitude save. On a failure, the creature becomes Sickened 1. If the creature is already sickened, the condition value increases by 1, to a maximum of sickened 4.

Once a creature succeeds at its saving throw, it is temporarily immune for 24 hours.

Saturated

A globster can survive for 1 hour out of the water, after which it risks drowning and suffocation.

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.


The tide washes ashore all manner of detritus, from harmless seaweed and shells to the rotting corpses of massive aquatic creatures. The globster is often mistaken for such, and this assumption isn't entirely incorrect-these mindless oozing masses are composed of decaying sea creatures, half-digested and merged into a revolting, reeking heap of blubbery sludge.

Though mindless, globsters are predators that seek out living quarry. They often huddle on the seafloor, where their own fetid mass attracts scavengers who swiftly become the ooze's next meal. When the tides wash these monsters ashore, they simply shift to hunting land-bound prey. Coastal communities usually notice the smell of a washed-up globster long before they see it. Those sent to investigate often mistake a globster for the carcass of a beached whale before getting too close and discovering the presumed corpse is very much alive and hungry.

Sages once believed globsters were undead, undulating wads of rotting flesh driven to feed, but though mindless, they are very much alive. They are attracted to waterside refuse dumps and floating garbage scows and dimly aware enough to congregate where food is plentiful.

Globsters consume living creatures but digest only a portion of them. The undigested dross accumulates within the globster as it becomes more and more bloated. They carry this fetid mass within their quelching bodies until instinct or injury provokes them to vomit forth a new globster to help devour everything nearby. A globster with enough dross to create a new globster automatically does so as a free action triggered upon taking damage. Treat any encounter with such a globster as though it were against two level 5 creatures, instead of just one. As far as scholars know, this is the only way these creatures can create more of their kind.


Traits

Common

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.