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Soul Slime

Creature 18 (rare) — mindless, ooze

Pre-Remaster content. May include legacy alignment.

AnvilSnareLANDAQUATICVERTICALoozevoid

Soul slimes are swirling, blue-gray masses of protoplasm that feed on the quintessence contained within souls. Typically, soul slimes acquire this quintessence by consuming the living, the undead, or souls imprisoned in other objects, although soul slimes can also feed on the quintessence of the Outer Planes and their occupants. Soul slimes digest these siphoned souls over decades. As long as a portion of a soul remains undigested, a soul slime can adopt the shape and use the vocalizations of th

Source: blood-lords-bestiary (Pre-Remaster)

Perception +27; lifesense 60 feet
Skills athletics +35
Str
+9
Dex
-3
Con
+6
Int
-5
Wis
+0
Cha
-5
AC 29 Fort +33 Ref +24 Will +27
HP 420
Immunities acid, critical-hits, void, piercing, vitality, precision, slashing, unconscious, visual, mental
Speed 20 feet, climb 20 feet, swim 20 feet

Offense

Melee Pseudopod (reach-10, unarmed) +35, Damage 3d10+15 bludgeoning plus Siphon Soul
Ranged Ooze Globule +28, range increment 60 feet, Damage 2d10+15 bludgeoning plus Siphon Soul

Abilities

Lifesense 60 feet — Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Disgorge Soul
Disturbing Wail (auditory, mental) —
Engulf — DC 40 Reflex, 5d10 bludgeoning 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.
Siphon Soul — A soul slime's touch siphons away portions of a creature's soul. Its Strikes affect incorporeal creatures with the effects of a Ghost Touch property rune and deal 3d6 void damage to living creatures and 3d6 vitality damage to undead and other creatures with void healing.
Soul Facsimile (occult) — The soul slime assumes the shape and features of any Large, Medium, or Small creature whose soul the soul slime has siphoned for up to 1 minute. This doesn't change the soul slime's statistics, only its outward appearance. While transformed in this way, the soul slime can revert to its natural shape as a single action, and the soul slime automatically reverts to its natural shape when it takes physical damage.

WORKS WELL WITH

WeaverLAND / AQUATICA caster can freely blast a target this bulk has engulfed and dragged out of the fight, since it's already isolated from support.
SniperLAND / AQUATICA ranged attacker keeps damaging the back line while this mass locks down anyone who tries to close and then escape its reach.
FlankerLAND / AQUATICA mobile striker can pick off separated targets while this slow bulwark holds the front and denies retreat.

PUNISHES

✖ melee reliance✖ precision reliance✖ single-target focus
Being mindless, it won't coordinate with allies, so pairing with another slow, space-filling blocker just creates a jam rather than layered pressure.
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 #186: Ghost King's Rage.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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