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Acrid Corrosive SlimeCreature 5


UncommonLargeMindlessOoze
Source Pathfinder Society Scenario #5-16: A Lie Told to Strangers
Perception +9 (motion sense (precise) 60 feet)
Languages none
Skills Acrobatics +10, Athletics +13, Stealth +12
Str +6, Dex +4, Con +5, Int -5, Wis +3, Cha -5

AC 13; Fort +15; Reflex +12; Will +9;
HP 94
Speed 25 feet
Immunities acid, critical hits, precision, unconscious, visual

Pseudopod One Action +16 (+11, +6) to hit (unarmed) 1d8 Acid + 1d8+7 Bludgeoning
Acrid Splash One Action +14 (+9, +4) to hit (splash) 1d8 Acid + 2d8 Acid

Motion Sense

A corrosive slime can sense nearby creatures through vibration and air or water movement.

Acrid Trail

When the Corrosive Slime moves, it leaves a trail of bubbling slime in its wake. After moving, all squares the Corrosive Slime moves from or through count as Difficult Terrain until the end of the corrosive slime's next turn. Creatures which end their turn in one of those squares must succeed at a DC 22 reflex save or take 2d10 acid damage.

Constrict One Action

1d8[bludgeoning],1d8 acid, DC 22 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.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.



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 attribute modifiers are –5. They are immune to all mental effects.

Ooze

Oozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.