Living Sap

Level 6
Creature· mindlessUncommonMediumLegacy
AC 13
HP 175
Speed 10 ft.
Fort +18
Ref +7
Will +5
Perc +7
Size Medium
Uncommon
Immunities critical hits, piercing, precision, slashing, unconscious, visual
Weaknesses cold 10
Senses motion-sense 60 ft.
Speeds 10 ft., climb 10 ft.
Skills athletics +17, stealth +10
Recall Knowledge occultism DC 24

Attacks

Melee Pseudopod +17/+12/+7(unarmed)
Damage: 2d8+8 bludgeoning
Effect: entangling residue

Abilities

Motion Sense 60 feetinteraction

Living sap can sense nearby motion through vibration and air movement.

Adhesive Bodydefensive

A creature that Strikes a living sap with a melee weapon must succeed at a DC 24 reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in the living sap's space. A creature that hits a living sap with an unarmed attack must succeed at a DC 24 reflex save or become Grabbed by the living sap until the end of its next turn.

Engulf◆◆offensive

DC 22 reflex save, 2d6 acid damage, Escape, Rupture 10 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.

Entangling Residueoffensive

A creature hit by a living sap's pseudopod Strike must succeed at a DC 24 reflex save or become Grabbed until the end of the living sap's next turn.

Description

The tall sharinga trees of the Mwangi Expanse leak golden sap from their swollen, bulbous trunks, which coagulates when exposed to air. The toxic resin, which has a bitter taste, protects the tree from herbivorous insects and other animals, but in rare cases-usually in areas awash in vitality energy or the influence of the First World-the sap gains a life of its own. Such "living sap" is a mindless ooze that attempts to smother and engulf just about anything that moves, from the bugs and small beasts that feed on its sharinga tree to larger creatures unlucky enough to stumble upon it. Due to its immunities to most forms of physical damage and its protectiveness of its mother tree, a living ooze is a nuisance to communities that rely on the sap of sharinga trees to make resin, rubber, and glue.

Jungle-dwelling alchemists such as gripplis cherish the sap of the sharinga tree for its unique adhesive properties. The sap has been used for centuries to create tanglefoot bags, glue, and hard resin. Residue collected from a living sap is even more fascinating from an alchemical standpoint. Though harvesting a living sap is very dangerous, some alchemists will risk death in order to procure these easily worked ingredients. To increase the odds of a successful harvest, such employers are often willing to supply offensive aids such as lesser frost vials; living sap hunters learned long ago that cold energy is effective against these creatures and luckily doesn't harm the harvestable reagents.