Acrid Corrosive Slime

Level 5
Creature· mindlessUncommonLargeLegacy
AC 13
HP 94
Speed 25 ft.
Fort +15
Ref +12
Will +9
Perc +9
Size Large
Uncommon
Immunities acid, critical hits, precision, unconscious, visual
Senses motion-sense 60 ft.
Skills athletics +13, stealth +12, acrobatics +10
Recall Knowledge occultism DC 22

Attacks

Melee Pseudopod +16/+11/+6(unarmed)
Damage: 1d8 acid + 1d8+7 bludgeoning
Effect: grab
Ranged Acrid Splash +14/+9/+4 (range 15 ft.)(splash)
Damage: 1d8 splash acid + 2d8 acid

Abilities

Motion Senseinteraction

A corrosive slime can sense nearby creatures through vibration and air or water movement.

Acrid Traildefensive

When the Corrosive Slime moves, it leaves a trail of bubbling slime in its wake. After moving, all squares the Corrosive Slime moves from or through count as Difficult Terrain until the end of the corrosive slime's next turn. Creatures which end their turn in one of those squares must succeed at a DC 22 reflex save or take 2d10 acid damage.

Constrictoffensive

1d8 bludgeoning,1d8 acid, DC 22 fortitude The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.