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Creeping ClotCreature 5


Uncommon​Medium​Amphibious​Mindless​Ooze​
Source Pathfinder #214: The Broken Palace
Perception +7 (amphibious motion sense (precise) 60 feet,)
Languages none
Skills Athletics +13
Str +6, Dex -5, Con +5, Int -5, Wis +0, Cha -5

AC 12; Fort +15; Reflex +4; Will +7;
HP 150
Speed 20 feet (climb 15 feet, swim 30 feet)
Immunities acid, bleed, bludgeoning, critical hits, mental, precision, unconscious, visual

Pseudopod One Action +15 (+10, +5) to hit (unarmed) 2d8+7 Bludgeoning
Tendril One Action +15 (+10, +5) to hit (reach 10, unarmed) 2d8+2 Piercing

Amphibious Motion Sense

A creeping clot can feel nearby motion through vibrations in air and water.

Clot Armor (primal)

Requirements The creeping clot is not immersed in liquid


Effect The creeping clot remains motionless for 1 minute, causing its outer mass to form a thick shell of clotted plasm. Its Armor Class increases to 22 and it becomes Slowed 1. Though the creeping clot remains immune to the additional damage from a critical hit, its clot armor is destroyed automatically upon taking a critical hit, taking 50 damage from a single Strike, or as soon as it is immersed in liquid.

Jelly Blood (disease)

Saving Throw DC 22 fortitude

Stage 1 target gains resistance 5 to bleed damage (1 hour)

Stage 2 as stage 1 plus Slowed 1 (1 day)

Stage 3 as stage 2 plus Drained 1 (1 day)

Stage 4 as stage 2 plus Drained 2 (1 day)

Stage 5 as stage 2 plus Unconscious (1 hour)

Stage 6 dead

Tendril Feeding One Action

Requirements The creeping clot has a creature Grabbed


Effect The creeping clot burrows tendrils into the grabbed creature. The creature takes (2d8+2) piercing damage (DC 22 fortitude save) and is exposed to jelly blood.

Tendril Storm Three Actions

Requirements The creeping clot doesn't have clot armor


Effect The creeping clot extends dozens of whipping, slashing tendrils, attacking all creatures in reach. The clot makes a tendril Strike against each enemy within its tendril reach. Each attack counts toward the clot's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.

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.


The unsettling creeping clot appears like a disgusting mound of half- coagulated blood that seeps a constant red effluvium, which in turn is slurped up by the clot's slithering feelers before the stain can spread more than a few inches from its central mass. When it senses danger, a creeping clot can form a protective shell of hardened ooze that makes it look like an enormous scab.

It's a common misconception that a creeping clot feeds on blood. In fact, this crusty ooze absorbs minerals from flesh and blood alike by burrowing its tendrils into a creature, a process that creates painful—and sometimes fatal—blood clotting within the victim's body.

Farming Clots

A creeping clot's toxin can be harvested as a useful (if risky) medicinal. A successful @Check[medicine|dc:22] or @Check[survival|dc:22] check and 10 minutes of work on a creeping clot that's been dead for no more than 1 hour produces 1 dose of creeping clot serum (2 doses on a critical success). A critical failure exposes the harvesting creature to the clot's jelly blood. A dose of creeping slot serum spoils after 24 hours. If a dose of creeping clot serum is used while @UUID[Compendium.pf2e.actionspf2e.Item.Administer First Aid]{Administering First Aid} to stop bleeding, the Medicine check gains a +3 item bonus, but on a critical failure, the victim is exposed to jelly blood.


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.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.

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.