Wizard Sponge (Fiendish Temple)
Creature 5 — fungus, mindless, swarm, unholy
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDVERTICALfungusswarmunholyacid
This strange type of fungus colony takes its name from its initial purpose: the wizard who first developed it sought a means to keep her tower clean from residue both mundane and magical. Wizard sponge does just that, dutifully cleaning its vicinity by devouring dust, organic debris, and even the decaying bodies of fallen creatures. Its designer intentionally crafted the fungus to not merely resist but be healed by fire, intended as an additional safety feature, and most varieties have a conveni
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +10; tremorsense (imprecise) 60 feet
Skills athletics +12, stealth +13 (+15 amid decaying plant matter or fungus)
Str
+3
Dex
+4
Con
+5
Int
-5
Wis
+1
Cha
-3
AC 20
Fort +14
Ref +13
Will +8
HP 65
Immunities critical-hits, fire, precision, visual, mental
Resistances piercing 5, slashing 5
Weaknesses area-damage 5, holy 5, splash-damage 5
Speed 20 feet, climb 20 feet
Abilities
Tremorsense 60 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Fire Healing — Anytime a wizard sponge would take fire damage, it instead regains 1d8 healing Hit Points (regardless of the amount of damage the fire effect would have caused).
Suction — Wizard sponges can climb on ceilings and other inverted surfaces.
Swarming Slither (unholy) — The wizard sponge slithers over each creature in its space, dealing 2d10 acid plus 1d6 spirit{2d10 acid damage and 1d6 spirit damage} (DC 20 Reflex save). A creature that critically fails is Sickened 1.
Weak Acid — Wizard sponge acid damages only organic material—not metal, stone, or other inorganic substances.
WORKS WELL WITH
SnareLAND / VERTICALA controller that pins a target in place keeps it from stepping free of the swarm's occupied space before the next slither hits.
SniperLAND / VERTICALA ranged attacker keeps dealing damage from outside the swarm's space while melee allies are stuck absorbing area acid damage.
FlankerLAND / VERTICALA mobile skirmisher slips past the slow mass to threaten the backline while it anchors the front.
PUNISHES
✖ clumping✖ melee reliance✖ critical-hit reliance
Avoid stacking with another space-occupying swarm; overlapping forced-engagement zones add little beyond the first.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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