String SlimeCreature 3
Source Pathfinder Monster Core
Perception +5 (motion sense (precise) 60 feet)
Languages none
Skills Athletics +11
Str +4, Dex -5, Con +5, Int -5, Wis +0, Cha -5
AC 10; Fort +12; Reflex +0; Will +5;
HP 90
Speed 20 feet
Immunities acid, critical hits, precision, slashing, unconscious, visual, bleed
Pseudopod
+11 (+6, +1) to hit (unarmed) 1d8+4 Bludgeoning + 1d6 AcidMotion Sense
A string slime can feel nearby motion through vibration and air movement.
SplitWhenever a string slime would take slashing damage (if it weren't immune) and has at least 10 HP, it splits into two identical slimes with half the original's HP. One string slime is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, move smaller creatures and objects out of the way to make a space or the split is canceled at the GM's discretion.
Tag Team
Requirements another string slime is within 30 feet
Effect The slime arcs protoplasm to the other string slime. Creatures in that line take 3d6 acid damage with a DC 16 reflex save. A creature that fails its save is also knocked Prone.
Weak AcidA string slime's acid damages only organic material—not metal, stone, or other inorganic substances.
Found underground or in dungeons, these quivering, slug-like ropes of slime continuously scour their domain for food. In addition to their shape, they are named for their ability to shoot out expanding ribbons of slime that resemble tangled strings.
Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.
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 attribute modifiers are –5. They are immune to all mental effects.
OozeOozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.