Carnivorous Blob
Creature 13 — mindless, ooze
SnareAnvilLANDVERTICALAQUATICoozemindlessacid
Carnivorous blobs are the ravenous spawn of shattered worlds far beyond the stars, born across the galaxy in inert form until they fall like meteorites onto unsuspecting worlds. These massive beings can lie dormant for years in desolate caverns or barren wastelands. When a carnivorous blob perceives living creatures nearby, it lurches to gelatinous life, seeking out and consuming every creature it can catch until it is destroyed or until it has been unable to locate food for 24 hours, at which p
Source: pathfinder-monster-core-2
Perception +23; motion-sense 240 feet
Skills athletics +27
Str
+8
Dex
-3
Con
+6
Int
-5
Wis
+0
Cha
-5
AC 20
Fort +25
Ref +14
Will +19
HP 300
Immunities acid, critical-hits, piercing, precision, slashing, sonic, unconscious, visual, mental
Speed 20 feet, climb 20 feet, swim 20 feet
Offense
Melee Pseudopod (reach-30, unarmed) +25, Damage 2d12+12 bludgeoning plus 2d6 acid plus Grab
Abilities
Motion Sense — A carnivorous blob can sense nearby creatures through vibration and air or water movement.
Retaliating Strike —
Split — When a carniverous blob that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push).
Carnivorous Blob Acid — A carnivorous blob's acid damages only flesh-not bone, stone, wood, or other materials- but is nonetheless devastating. Whenever a creature takes damage from this acid, it must succeed at a DC 33 Fortitude save or become Drained 1 (Drained 2 on a critical failure). On each subsequent failure, the drained condition value increases by 1 (or by 2 on a critical failure), to a maximum of drained 4.
Constrict — 2d12 bludgeoning plus 2d6 acid{2d12 bludgeoning plus 2d6 acid}, DC 33 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.
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.
Engulf — DC 33 Reflex, 4d10 acid damage, Escape, 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.
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.
Grab —
WORKS WELL WITH
CrasherLAND / VERTICAL / AQUATICA heavy striker keeps dealing bludgeoning-style pressure while this ooze removes one target from the fight through Engulf.
SniperLAND / VERTICAL / AQUATICA ranged attacker avoids triggering this ooze's Split reaction to piercing and slashing damage entirely.
FlankerLAND / VERTICAL / AQUATICA mobile attacker can pick off other targets while this ooze ties down whichever creature it has Engulfed.
PUNISHES
✖ piercing/slashing weapon reliance✖ single-target isolation✖ melee clumping
Avoid pairing with another grappler; only one creature can effectively engulf or pin a single target at a time.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Carnivorous Blob in the encounter builder — free, no install.
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