Wizard Sponge (Toxic Lair)Creature 5
Source Pathfinder Bestiary 3
Perception +10 (no vision, tremorsense 60 feet)
Languages none
Skills Athletics +12, Stealth +13
Str +3, Dex +4, Con +5, Int -5, Wis +1, Cha -3
AC 20; Fort +14; Reflex +13; Will +8;
HP 65
Speed 20 feet (climb 20 feet)
Immunities critical hits, fire, mental, precision, visual
Weaknesses Area Damage 5, Splash Damage 5
Resistances Piercing 5, Slashing 5
Tremorsense 60 feet
Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Fire HealingAnytime a wizard sponge would take fire damage, it instead regains 1d8 Hit Points (regardless of the amount of damage the fire effect would have caused).
SuctionWizard sponges can climb on ceilings and other inverted surfaces.
Swarming Slither![One Action](/static/actions/OneAction.webp)
The wizard sponge slithers over each creature in its space, dealing 2d10 acid damage and 1d10 poison damage (DC 20 basic reflex save). A creature that critically fails is Sickened 1.
Weak AcidWizard sponge acid damages only organic material—not metal, stone, or other inorganic substances.
If this variety is eaten, it deals @Localize[PF2E.PersistentDamage.Poison1d6.success].
This strange type of fungus colony takes its name from its initial purpose: the wizard who first developed it sought a means to keep her tower clean from residue both mundane and magical. Wizard sponge does just that, dutifully cleaning its vicinity by devouring dust, organic debris, and even the decaying bodies of fallen creatures. Its designer intentionally crafted the fungus to not merely resist but be healed by fire, intended as an additional safety feature, and most varieties have a convenient side effect of being edible once slain. Unfortunately, the fungus also developed an unexpected ability to magically mutate over time, which eventually led to its escape and independent propagation.
Wizard sponge colonies of various sizes and shapes now thrive in dungeons, caverns, sewers, abandoned castles, crypts, and even the basements of some occupied dwellings. They often carry along bits of partially consumed material with them, such as clothing, limbs, and adventuring gear-sometimes even valuable treasures! An individual colony typically takes on distinctive properties based on what it's consumed in its environment; a variety living in a necromancer's crypt might acquire the undead's affinity for negative energy, for example.
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.