Squirming SwillCreature 2
Source Pathfinder Bestiary 3
Perception +6 (motion sense 60 feet, no vision)
Languages none
Skills Acrobatics +7, Stealth +9
Str -1, Dex +3, Con +3, Int -5, Wis +0, Cha -4
AC 17; Fort +11; Reflex +9; Will +6; +2 status to all saves vs. curses
HP 28 (negative healing)
Speed 20 feet (swim 15 feet)
Immunities death effects, disease, paralyzed, poison, unconscious, visual
Resistances Fire 2
Offal +9 (+4, -1) to hit (finesse, magical) 1d10-1 Bludgeoning + 1d6 Fire
Scalding Oil +9 (+4, -1) to hit (fire, magical, range increment 30) 2d6 Fire
Magical Broth (magical, necromancy)
The squirming swill retains some residue from the magical broth it was stewed in. A creature can salvage the portion of a destroyed squirming swill that contains the greatest amount of this liquid by squeezing its remains. This liquid can be used as an oil or potion of the swill's level or lower, typically a Healing Potion (Minor), Nectar of Purification, or Oil of Potency. This consumable follows the normal rules for Activating an oil or potion.
Motion Sense 60 feetSquirming swill can sense nearby creatures through vibration and air or water movement.
+2 Status to All Saves vs. CursesNegative HealingA creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
Malodorous Smoke (aura, conjuration, curse, magical, olfactory)15 feet Aura
The squirming swill reeks of food that is simultaneously burned and spoiled. A creature that enters or starts its turn in the emanation must succeed at a DC 17 fortitude save or become Sickened 1 (Sickened 2 on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute.
When a creature succeeds at a Fortitude save to recover from this sickness, it regurgitates a chunk of food that immediately slithers away to join the swill, restoring 3 Hit Points to the swill.
Slippery GreaseThe first time on its turn that the squirming swill hits a creature with its Offal Strike, hot grease from its body splatters the ground in the target's space. The target must succeed at a DC 17 reflex save or DC 17 acrobatics check, falling Prone on a failure.
Grotesque pieces of cast-off animal carcasses slowly stew into an overcooked mass at the bottom of a witch or hag's cauldron. The animals' magical organs-the eyes of the newt, the tongue of the frog-have already been removed, leaving only these sad remains. Nevertheless, animated by long exposure to magic, they sometimes peel free from the sides of the cauldron and wriggle out to freedom. The refuse moves in one giant mass, its skin blackened and crispy, leaving a trail of dripping grease and gravy. Its body is perpetually steaming hot, as though fresh from the pot, fat popping and sizzling.
Squirming swills wander kitchens, sewers, swamps, midden pits, and grimy city canals. With little intelligence and no agenda, they come after any creature that remotely resembles the one who stewed them-usually, anything humanoid will do. Most swills try immediately to kill the creature, but some approach longingly, as though reuniting with a lost parent. They also seem to show sympathy or fellowship to other small animals. Unfortunately, their grotesque scent or the heat of their touch tends to scare away the living. Handily, the squirming swill is just as happy to befriend a small animal's corpse, unconcerned about its level of decay.
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.