XP 400
Variant slime mold
N Medium ooze
Init +0; Senses blindsight 60 ft.; Perception -5
DEFENSE
AC 10, touch 10, flat-footed 10
hp 7 (1d8+3)
Fort +3, Ref +0, Will –5
Defensive Abilities ooze traits; Immune fire
OFFENSE
Speed 20 ft.
Melee slam -3 (1d6-3 plus disease)
Special Attacks engulf
STATISTICS
Str 5, Dex 10, Con 16, Int —, Wis 1, Cha 1
Base Atk +0; CMB -3; CMD 7 (can't be tripped)
SQ camouflage
SPECIAL ABILITIES
Camouflage (Ex)As a slime mold at rest looks like a normal patch of fungus, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.
Engulf (Ex)A slime mold can try to wrap a Small or smaller creature in its body as a standard action. The slime mold attempts a grapple that does not provoke an attack of opportunity. If it wins the check, it establishes a hold and deals slam damage each round the hold is maintained. Attacks that hit an engulfing slime mold deal half their damage to the monster and half to the engulfed victim.
Disease (Ex)Fungal rot: Slam—injury; save Fort DC 11; onset 1 day; frequency 1/day; effect 1d3 Con damage and 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based. Fungal rot causes a darkening of the skin and small patches of fungus and mold to sprout at random locations on the victim's body.
|
|
|