Crawling Slurry

Level 16
Creature· acidRareMediumLegacy
AC 30
HP 300
Speed 30 ft.
Fort +28
Ref +31
Will +20
Perc +26
Size Medium
Rare
Immunities acid, critical hits, poison, precision, unconscious, visual
Senses motion-sense 60 ft.
Speeds 30 ft., climb 20 ft.
Skills athletics +35, stealth +30
Recall Knowledge occultism DC 40

Attacks

Melee Pseudopod +32/+27/+22(unarmed)
Damage: 3d10+11 bludgeoning + 2d8 acid
Effect: grab

Abilities

Motion Sensedefensive

A crawling slurry can sense nearby motion through vibration and air movement.

Splatterdefensive

Trigger The crawling slurry takes bludgeoning damage from a creature it can sense within 10 feet Effect The crawling slurry ejects a splash of acid onto the creature, dealing acid damage equal to the bludgeoning damage dealt to the crawling slurry (DC 37 reflex).

Constrictoffensive

2d10+3 bludgeoning damage plus 2d8 acid, DC 37 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.

Crawling Slurry Acidoffensive

A crawling slurry's acid damages metals and organic materials but not stone.

Engulf◆◆offensive

DC 37 reflex save, 5d10 acid damage, Escape, Rupture 20. A crawling slurry regains 30 healing Hit Points if a living creature it is engulfing dies. The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space. A creature that fails its save is pulled into the monster's body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. Effect: Engulf and Swallow Whole A creature that gets free by either method can immediately breathe and exits the swallowing monster's space. If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.

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.

Description

Acid damage can scar stone and reduce flesh to pitted chunks, but some organic compounds are resistant to acid and respond by combining into a mass of roiling, living slurry. These scarred clumps hunger to consume anything they can sense. They move with quick, darting contractions that surprise those used to facing slow-moving oozes.