Wizard Sponge (Toxic Lair)
Creature 5 — fungus, mindless, swarm
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDVERTICALfungusswarmacidpoison
If this variety is eaten, it deals 1d6 persistent poison. 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 a
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, 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 — The wizard sponge slithers over each creature in its space, dealing 2d10 acid plus 1d10 poison{2d10 acid damage and 1d10 poison 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 immobilizes a target keeps it inside the swarm's occupied space instead of stepping clear.
SniperLAND / VERTICALA ranged attacker keeps contributing damage while melee allies are pinned absorbing the acid and poison slither.
FlankerLAND / VERTICALA mobile skirmisher bypasses the slow mass to pressure the backline while it holds the front.
PUNISHES
✖ clumping✖ melee reliance✖ critical-hit reliance
Avoid stacking with another space-occupying swarm; redundant forced-engagement zones don't add new pressure.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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