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Ooze MephitCreature 1

Source Pathfinder Bestiary 2
Perception +3 (darkvision)
Languages Aquan, Terran
Skills Athletics +6, Diplomacy +7
Str +3, Dex +1, Con +2, Int -2, Wis +0, Cha +2

AC 14; Fort +7; Reflex +4; Will +3;
HP 24 (fast healing 2 (when touching mud or slime)
Speed 20 feet (fly 20 feet)
Immunities bleed, paralyzed, poison, sleep

Fist One Action +8 (+3, -2) to hit 1d6+3 Bludgeoning


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Fast Healing 2 (when touching mud or slime)

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Breath Weapon Two Actions (arcane, poison)

The ooze mephit spits toxic slime in a 15-foot cone that deals 2d6 poison damage to each creature within the area (DC 17 basic reflex save).

The ooze mephit can't use Breath Weapon again for 1d4 rounds.

Arcane Innate Spells (DC 17, +7 to hit)

1st Level: Grease

Slick in every sense of the word, ooze mephits are unapologetic sycophants, shamelessly flattering anyone they may be able to con a favor out of, although their lack of intelligence and subtlety means that only the most vain or trusting targets fail to see through their honeyed words. Lacking proper bones, these ocher-colored mephits have bodies consisting primarily of ooze and muck. They smell disgusting, and their touch leaves stains that are almost impossible to get out.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.


Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.