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Slime Mold

CR 2.00 Ooze N Large HD 3
What at first seemed to be a carpet of fungi and mushrooms suddenly stirs to life, surging forward with a reek of decay.

Slime molds are revolting oozes that wallow in rot and decay. A perfect example of symbiosis, each slime mold is covered in a thick garden of fungi, mildew, and toadstools, which helps it blend in with the surroundings. As ambush hunters, they can lie silently in wait for days at a time, surging into frenzied movement as soon as prey comes within reach. Most commonly encountered in deep forests, variations have adapted to life in caverns and sewers as well. They lack any ability to digest food, and rely entirely on their symbiotic fungal gardens to break down any organic matter they find into easily absorbed compost and decay. The molds and mushrooms that coat the ooze in turn receive ample food supplies, and over countless generations, many have developed into deadly variations of the forest or cave fungi from which they evolved. This fungal breakdown is in many ways akin to a disease—known as fungal rot, it can kill if allowed to progress for long. Those who succumb to fungal rot become tired and listless. Eventually, paralysis sets in and the victim's flesh begins to blacken and decay, running from the body in liquid streams that the slime mold can easily absorb. In a somewhat nauseating turnabout, certain creatures find the unusual fungus that grows upon a slime mold to be quite tasty, and these creatures actively hunt slime molds to devour their gardens—although they take care to avoid actual contact with the mold itself unless they happen to be immune to disease.

Slime molds are ovoid in shape, growing up to 12 feet in length and weighing more than 600 pounds. Their substance is normally a sickly greenish-brown, with the coloration varying depending on their environment and how recently they've fed. They instinctually keep their coating of fungus and other vegetable detritus exposed above them, granting the slime mold a distinctive, undulating gait rather than the fluid movement of most oozes.

To reproduce, slime molds split off small patches of their bodies whenever they encounter thick beds of fungi or mold. Over several months, these tiny blobs acclimate to the rot and absorb each another, until a single slime mold (with the young creature simple template) sprouts its own garden and begins hunting live prey.

HP
28 (3d8+15)
AC
8, touch 8, flat-footed 8 (-1 Dex, -1 size)
Init
-1
Speed
20 ft.
Fort
+6
Ref
+0
Will
-4
BAB
+2
CMB
+6
CMD
15 (can't be tripped)
Melee
slam +4 (1d6+4 plus disease)
Space
10 ft.
Reach
10 ft.
str
16
+3
dex
8
-1
con
21
+5
int
-
wis
1
-5
cha
1
-5

engulf (DC 14, 1d6+4 bludgeoning plus disease)

Universal Monster Rules

Disease (slam) Ex from Universal Monster Rule
A creature with this ability causes disease in those it contacts. The effects of the disease, including its save, frequency, and cure, are included in the creature's description. The saving throw to negate the disease is usually a Fort save (DC 10 + 1/2 the infecting creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Disease can be removed through remove disease and similar effects.
Engulf (DC 14, 1d6+4 bludgeoning plus disease) Ex from Universal Monster Rule
The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target's choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature's body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based.
Freeze Ex from Universal Monster Rule
The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object.
Details
Type
Ooze
Alignment
N
Size
Large
Environment
temperate forests
Organization
single or infestation (2-5)
Treasure
none
Senses
Perception -5
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

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