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Crawling Slurry

Creature 16 (rare) — acid, mindless, ooze

Pre-Remaster content. May include legacy alignment.

AnvilWeaverLANDVERTICALoozeacid

Acid damage can scar stone and reduce flesh to pitted chunks, but some organic compounds are resistant to acid and respond by combining into a mass of roiling, living slurry. These scarred clumps hunger to consume anything they can sense. They move with quick, darting contractions that surprise those used to facing slow-moving oozes.

Source: strength-of-thousands-bestiary (Pre-Remaster)

Perception +26; motion-sense 60 feet
Skills athletics +35, stealth +30 (+34 in Acidic Surroundings)
Str
+5
Dex
+9
Con
+6
Int
-5
Wis
+0
Cha
-5
AC 30 Fort +28 Ref +31 Will +20
HP 300
Immunities acid, critical-hits, poison, precision, unconscious, visual, mental
Speed 30 feet, climb 20 feet

Offense

Melee Pseudopod (unarmed) +32, Damage 3d10+11 bludgeoning plus 2d8 acid plus Grab

Abilities

Motion Sense — A crawling slurry can sense nearby motion through vibration and air movement.
Splatter
Constrict — 2d10+3 bludgeoning plus 2d8 acid{2d10+3 bludgeoning damage plus 2d8 acid}, DC 37 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.
Crawling Slurry Acid — A crawling slurry's acid damages metals and organic materials but not stone.
Engulf — DC 37 Reflex save, 5d10 acid damage, Escape, Rupture 20. A crawling slurry regains 30 healing Hit Points if a living creature it is engulfing dies.

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 / VERTICALCrasher drives enemies into Engulf reach while the ooze grapples threats the Crasher cannot eliminate quickly.
ShadeLAND / VERTICALShade coordinates ambushes using the ooze's vibration-based motion sense to triangulate hidden enemies.
FlankerLAND / VERTICALFlanker maneuvers enemies into constriction range where the ooze locks them down with Grab and Engulf.

PUNISHES

✖ precision reliance✖ crit-fishing✖ invisibility✖ melee clumping
Dual Anvils compete for the same engagement range and create a static frontline.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #174: Shadows of the Ancients.

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