Living Sap
Creature 6 (uncommon) — mindless, ooze
Pre-Remaster content. May include legacy alignment.
SnareAnvilLANDVERTICALoozemindless
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; motion-sense 60 feet
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, mental
Weaknesses cold 10
Speed 10 feet, climb 10 feet
Offense
Melee Pseudopod (unarmed) +17, Damage 2d8+8 bludgeoning plus Entangling Residue
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, Escape, Rupture 10
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.
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.
WORKS WELL WITH
CrasherLAND / VERTICALA fast striker finishes off targets the ooze has already Grabbed and disarmed, since the ooze itself is too slow to press the advantage.
SniperLAND / VERTICALA ranged attacker keeps damaging from outside reach while the ooze's Adhesive Body strands melee weapons in its mass.
WeaverLAND / VERTICALA caster adds save-based pressure on a target the ooze has already Grabbed and cannot easily escape.
PUNISHES
✖ melee weapon reliance✖ clumping✖ precision reliance
Avoid pairing with another slow, low-Reflex Anvil; both invite the same kite-and-ignore tactic.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Living Sap in the encounter builder — free, no install.
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