Living Sap
Creature 6 (uncommon) — mindless, ooze
Pre-Remaster content. May include legacy alignment.
The tall sharinga trees of the Mwangi Expanse leak golden sap from their swollen, bulbous trunks, which coagulates when exposed to air. The toxic resin, which has a bitter taste, protects the tree from herbivorous insects and other animals, but in rare cases-usually in areas awash in vitality energy or the influence of the First World-the sap gains a life of its own. Such "living sap" is a mindless ooze that attempts to smother and engulf just about anything that moves, from the bugs and small b
Source: age-of-ashes-bestiary (Pre-Remaster)
Perception +7
Skills athletics +17, stealth +10
Str
+5
Dex
-3
Con
+4
Int
-5
Wis
-5
Cha
-5
AC 13
Fort +18
Ref +7
Will +5
HP 175
Immunities critical-hits, piercing, precision, slashing, unconscious, visual
Weaknesses cold 10
Speed 10 feet, climb 10 feet
Offense
Melee Pseudopod +17, Damage 2d8+8 bludgeoning
Abilities
Motion Sense 60 feet — Living sap can sense nearby motion through vibration and air movement.
Adhesive Body — A creature that Strikes a living sap with a melee weapon must succeed at a DC 24 Reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in the living sap's space. A creature that hits a living sap with an unarmed attack must succeed at a DC 24 Reflex save or become Grabbed by the living sap until the end of its next turn.
Engulf — DC 22 Reflex save, 2d6 acid damage, , Rupture 10
Engulf
Entangling Residue — A creature hit by a living sap's pseudopod Strike must succeed at a DC 24 Reflex save or become Grabbed until the end of the living sap's next turn.
Run Living Sap in the encounter builder — free, no install.
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