🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Giant AmoebaCreature 1


SmallAmphibiousMindlessOoze
Source Pathfinder Monster Core 2
Perception +4 (motion sense (precise) 60 feet)
Languages none
Skills Athletics +6, Stealth +3
Str +3, Dex -2, Con +2, Int -5, Wis +0, Cha -5

AC 8; Fort +7; Reflex +3; Will +5;
HP 45
Speed 10 feet (climb 10 feet, swim 10 feet)
Immunities acid, bleed, critical hits, precision, unconscious, visual
Weaknesses Slashing 5

Pseudopod One Action +9 (+4, -1) to hit (unarmed) 1d6 Acid

Motion Sense

A giant amoeba can sense nearby creatures through vibration and air or water movement.

Constrict One Action

1d4[bludgeoning],1d4 acid, DC 17 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.

Envelop Three Actions

Requirements The giant amoeba begins its turn with a target its size or smaller Grabbed


Effect The giant amoeba maintains the Grab and extends pseudopods to surround the creature and pull it inside the amoeba's body. This thereafter has the same effect as if the amoeba had Engulfed the creature (DC 17 reflex, 1d6 acid damage, [/act escape dc=17], Rupture 3).

Weak Acid

A giant amoeba's acid damages only organic material-not metal, stone, or other inorganic substances.

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.


These blobs of nearly transparent protoplasm are identical in form and behavior to the microscopic creatures from which they have evolved, except their outlandish size makes them all the more dangerous. Unlike slimes, puddings, and other deadly oozes, giant amoebas have an outer membrane that contains their internal structures, making them more susceptible to slashing weapons than their amorphous kin. However, this membrane is also extremely flexible and permeable, allowing them to surround prey and absorb it, suffocating and slowly digesting it in the amoeba's acidic fluids.


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.

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.