🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Soul SlimeCreature 18


RareLargeMindlessOoze
Source Pathfinder #186: Ghost King's Rage
Perception +27 (lifesense (precise) 60 feet)
Languages none
Skills Athletics +35
Str +9, Dex -3, Con +6, Int -5, Wis +0, Cha -5

AC 29; Fort +33; Reflex +24; Will +27;
HP 420
Speed 20 feet (climb 20 feet, swim 20 feet)
Immunities acid, critical hits, void, piercing, vitality, precision, slashing, unconscious, visual

Pseudopod One Action +35 (+30, +25) to hit (reach 10, unarmed) 3d10+15 Bludgeoning
Ooze Globule One Action +28 (+23, +18) to hit 2d10+15 Bludgeoning

Lifesense 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

Disgorge Soul Reaction

Trigger The soul slime takes physical damage


Effect The impact causes the soul slime to release a burst of semi-digested soul fragments. The soul slime becomes Concealed until the beginning of its next turn. The soul slime can't use this concealment to Hide or Sneak.

Disturbing Wail Two Actions (auditory, mental)

Requirements The soul slime is using Soul Facsimile to adopt a creature's form


Effect The soul slime releases an incoherent wail composed of countless overlapping noises made by the creatures whose souls it has siphoned. This disturbing cacophony deals 6d10[mental],6d10 sonic6d10 mental damage and 6d10 sonic damage to each creature in a 30-foot-radius burst centered on the soul slime (DC 37 will). On a failed save, a creature is additionally Stunned 2. The soul slime can't use Disturbing Wail again for 1d4 rounds.

Engulf Two Actions

DC 40 reflex, 5d10 bludgeoning damage, [/act escape dc=40], Rupture 20


The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.

Effect: Engulf and Swallow Whole

A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.

If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.

Siphon Soul

A soul slime's touch siphons away portions of a creature's soul. Its Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 3d6 void damage to living creatures and 3d6 vitality damage to undead and other creatures with void healing.

Soul Facsimile One Action (occult)

The soul slime assumes the shape and features of any Large, Medium, or Small creature whose soul the soul slime has siphoned for up to 1 minute. This doesn't change the soul slime's statistics, only its outward appearance. While transformed in this way, the soul slime can revert to its natural shape as a single action, and the soul slime automatically reverts to its natural shape when it takes physical damage.


Soul slimes are swirling, blue-gray masses of protoplasm that feed on the quintessence contained within souls. Typically, soul slimes acquire this quintessence by consuming the living, the undead, or souls imprisoned in other objects, although soul slimes can also feed on the quintessence of the Outer Planes and their occupants. Soul slimes digest these siphoned souls over decades. As long as a portion of a soul remains undigested, a soul slime can adopt the shape and use the vocalizations of that soul—a tactic soul slimes routinely adopt to get close to their prey while hunting. As soul slimes lack the intelligence to truly impersonate or mimic the souls they digest, they are obvious facsimiles and are entirely incapable of speech.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.