String Slime

Creature 3
  • Large
  • mindless
  • ooze
Perception
+5; motion sense 60 feet
Skills
Athletics +11
Str +4, Dex −5, Con +5, Int −5, Wis +0, Cha −5

Motion Sense A string slime can feel nearby motion through vibration and air movement.

AC
10; Fort +12, Ref +0, Will +5
HP
90; Immunities acid, critical hits, precision, slashing, unconscious, visual, bleed

Split Whenever a string slime would take slashing damage (if it weren't immune) and has at least 10 HP, it splits into two identical slimes with half the original's HP. One string slime is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, move smaller creatures and objects out of the way to make a space or the split is canceled at the GM's discretion.

Speed
20 feet

Melee ◆ pseudopod +11 (unarmed), Damage 1d8+4 bludgeoning plus 1d6 acid

Tag Team ◆◆ Requirements another string slime is within 30 feet

Effect The slime arcs protoplasm to the other string slime. Creatures in that line take 3d6 acid damage with a DC 16 basic Reflex save. A creature that fails its save is also knocked Prone.

Weak Acid A string slime's acid damages only organic material—not metal, stone, or other inorganic substances.

Source: Pathfinder Monster Core

Running this fight? Add the string slime 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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