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Verdurous OozeCreature 6


NMediumMindlessOoze
Source Pathfinder Bestiary 2
Perception +8 (motion sense 60 feet, no vision)
Languages none
Skills Athletics +15, Stealth +4
Str +5, Dex -4, Con +5, Int -5, Wis +0, Cha -5

AC 12; Fort +17; Reflex +8; Will +10;
HP 157
Speed 15 feet
Immunities acid, critical hits, mental, piercing, precision, slashing, unconscious, visual

Pseudopod One Action +15 (+10, +5) to hit 2d6+7 Bludgeoning + 1d6 Acid

Motion Sense 60 feet

A verdurous ooze can sense nearby creatures through vibration and air or water movement.

Corrosive Surface (thrown)

A creature that hits a verdurous ooze with a metal weapon or unarmed attack must attempt a DC 21 reflex save. On a failure, the weapon or creature takes 2d4 acid damage (after dealing damage to the ooze as normal). Thrown weapons take this damage automatically with no save.

Enliven Foliage (aura, primal, transmutation)

20 feet Aura

The verdurous ooze constantly emits supernatural vapors that cause nearby plants to grow rapidly and writhe and grasp at anything and everything within the emanation. This area becomes difficult terrain for non-verdurous ooze creatures. When a creature starts its turn in this aura, it must succeed at a DC 21 reflex save or take a -10-foot circumstance penalty to its Speeds until it leaves the emanation.

Split

When a verdurous ooze that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push).

Constrict One Action

2d6 bludgeoning damage plus 1d6 acid damage, DC 24 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.

Sleep Gas Two Actions (incapacitation, mental, poison, sleep)

The verdurous ooze adjusts its aura of supernatural vapors to affect living creatures within a 20-foot emanation, forcing them to attempt a DC 24 will save.


Critical Success The creature is unaffected and becomes temporarily immune to Sleep Gas for 24 hours.

Success The creature is Stupefied 1 for 1 round.

Failure The creature falls Unconscious. If it's still unconscious after 1 minute, it wakes up automatically.

Critical Failure The creature falls Unconscious. If it's still unconscious after 1 hour, it wakes up automatically.

Verdurous Ooze Acid

A verdurous ooze's acid damages only metal and flesh-not bone, stone, or other materials.

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.


Verdurous oozes are found in temperate forests, warm jungles, or other places where plant life grows in abundance. Unlike many types of oozes, verdurous oozes are not particularly good climbers and have been known to get trapped in natural or artificial chasms. Warlords and wizards sometimes make use of that fact and keep verdurous oozes as guardians in pits around the walls of their fortresses or towers.


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.

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.