Slime MoldCreature 2
Source Pathfinder Bestiary 2
Perception +6 (motion sense 60 feet, no vision)
Languages none
Skills Athletics +7, Stealth +6
Str +3, Dex +0, Con +5, Int -5, Wis +0, Cha -5
AC 12; Fort +11; Reflex +3; Will +4;
HP 60
Speed 10 feet (climb 10 feet)
Immunities critical hits, mental, precision, unconscious, visual
Pseudopod +8 (+3, -2) to hit 1d8+3 Bludgeoning
Motion Sense 60 feet
A slime mold can sense nearby creatures through vibration and air or water movement.
Slime Rot (disease)Saving Throw DC 18 fortitude
Onset 1d4 days
Stage 1 Enfeebled 1 and Sickened 1 (1 day)
Stage 2 as stage 1 (1 day)
Stage 3 Drained 1, Enfeebled 2, and Sickened 2 (1 day)
Stage 4 as stage 3 (1 day)
Stage 5 Drained 2 plus Unconscious (no Perception check to wake up) (1 day)
Stage 6 dead, and the body erupts to release a new slime mold
A slime mold appears as a mound of earth and detritus covered in a thick layer of fungus that exudes a faint stink of decay. The fungus actually shares a symbiotic relationship with the slime mold, serving as an external digestive system while gaining access to the nutrients it needs. The ooze remains perfectly still until living prey passes within reach, then it lashes out with disgusting pseudopods. With a touch, a slime mold can infect its prey with a foul contagion known as slime rot, a horrific disease that painfully breaks down a victim's flesh. At first, the disease manifests as painful rashes and agonized joints. In the later stages, though, the flesh of the affected creature actually begins to liquefy and run in rivulets as the creature's spores continue to work. Death, when it occurs, swiftly causes the resulting body to split open and release a brand new slime mold.
Due to their bizarre physical structures and ability to break down and feed on a wide variety of materials, oozes are able to adapt to nearly any climate, especially when assisted by magical or alchemical tinkering. As a result, explorers frequently encounter new and terrifying varieties of these amorphous creatures.
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.
MindlessA 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.