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Swamp OozeCreature 1


UncommonNMediumMindlessOoze
Source Pathfinder Society Intro #1: The Second Confirmation
Perception +3 (motion sense 60 feet, no vision)
Languages none
Skills Stealth +1
Str +2, Dex -5, Con +4, Int -5, Wis +0, Cha -5

AC 8; Fort +9; Reflex +1; Will +3;
HP 40
Speed 10 feet
Immunities acid, critical hits, mental, precision, unconscious, visual

Pseudopod One Action +9 (+4, -1) to hit 1d6+1 Bludgeoning + 1d4 Piercing

Motion Sense 60 feet

A swamp ooze can sense nearby motion through vibration and air movement.

Swamp Wave One Action

Frequency once per minute


Effect The swamp ooze unleashes a wave of swamp muck filled with sharp debris, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a DC 17 reflex save or take 1d4 piercing damage and take a -10-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls Prone).

A creature can spend an Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action.


These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small.


Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.


Traits

Uncommon

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.

Mindless

A 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.