Slime Mold

Creature 2
  • Large
  • fungus
  • mindless
  • ooze
Perception
+6; motion sense 60 feet
Skills
Athletics +7, Stealth +6
Str +3, Dex +0, Con +5, Int −5, Wis +0, Cha −5

Motion Sense A slime mold can sense nearby creatures through vibration and air or water movement.

AC
12; Fort +11, Ref +3, Will +4
HP
60; Immunities bleed, critical hits, precision, unconscious, visual
Speed
10 feet, climb 10 feet

Melee ◆ pseudopod +8 (unarmed), Damage 1d8+3 bludgeoning plus Slime Rot

Slime Rot (disease) Saving Throw DC 18 Fortitude

Onset 1d4 days

Stage 1 Enfeebled 1 and Sickened 1 (1 day)

Stage 2 as stage 1 (1 day)

Stage 3 Drained 1, Enfeebled 2, and Sickened 2 (1 day)

Stage 4 as stage 3 (1 day)

Stage 5 Drained 2 plus Unconscious (no Perception check to wake up) (1 day)

Stage 6 dead, and the body erupts to release a new slime mold

Source: Pathfinder Monster Core 2

Running this fight? Add the slime mold 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.

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