Giant Amoeba

Creature 1
  • Small
  • amphibious
  • mindless
  • ooze
Perception
+4; motion sense 60 feet
Skills
Athletics +6, Stealth +3
Str +3, Dex −2, Con +2, Int −5, Wis +0, Cha −5

Motion Sense A giant amoeba can sense nearby creatures through vibration and air or water movement.

AC
8; Fort +7, Ref +3, Will +5
HP
45; Immunities acid, bleed, critical hits, precision, unconscious, visual; Weaknesses slashing 5
Speed
10 feet, climb 10 feet, swim 10 feet

Melee ◆ pseudopod +9 (unarmed), Damage 1d6 acid plus Grab

Constrict ◆ 1d4 bludgeoning plus 1d4 acid, DC 17 basic Fortitude

Envelop ◆◆◆ Requirements The giant amoeba begins its turn with a target its size or smaller Grabbed

Effect The giant amoeba maintains the Grab and extends pseudopods to surround the creature and pull it inside the amoeba's body. This thereafter has the same effect as if the amoeba had Engulfed the creature (DC 17 Reflex, 1d6 acid damage, Escape (DC 17), Rupture 3).

Weak Acid A giant amoeba's acid damages only organic material-not metal, stone, or other inorganic substances.

Grab ◆

Source: Pathfinder Monster Core 2

Running this fight? Add the giant amoeba to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

ORC Notice. From Pathfinder Monster Core (© 2024 Paizo Inc.) and Monster Core 2 (© 2025 Paizo Inc.). This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.paizo.com/orclicense, www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein. "Pathfinder" is a trademark of Paizo Inc.; this site is not published, endorsed or approved by Paizo Inc.

Full attribution and authors