Pathfinder: New Monster – Slime Beast
Longtime followers of JBE will know that I run a Kingmaker Pathfinder game at home. We’re currently playing in our alternate adventure path (Carrion Crown) while I do a rewrite of adventure 4. Short of the long, the group has gone a little off the very loose AP rails and adventure 4 is being tossed for my campaign. While I’m using some of it as a basis, I need new material. The Book of Beasts: Monsters of the River Nations is a great place to start, but I need more. So I’m generating my own adventure and some custom monsters during this break. Today I created this monster and I thought I would share it with you. So here you go, one free monster. Enjoy.
Translucent with a blue-green color, this creature jelly-like body is vaguely humanoid-shaped but possesses no eyes in the head.
Slime Beast CR 12
NE Large ooze
Init +8; Senses blindsight 60 ft., tremorsense 120 ft.; Perception +24
AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, -1 size)
hp 178 (17d8+102)
Fort +11, Ref +11, Will +12
Defensive Abilities acid body; Immune acid, piercing, slashing
Speed 40 ft., climb 40 ft., swim 60 ft.
Melee 2 slams +21 (1d6+9/19-20 plus 4d6 acid)
Ranged acid glob +15 (4d6 acid)
Space 10 ft., Reach 10 ft.
Str 29, Dex 18, Con 22, Int 11, Wis 25, Cha 2
Base Atk +12; CMB +22 (+24 bull rush); CMD 34 (cannot be tripped, 36 vs bull rush)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack (-4/+8), Vital Strike, Weapon Focus (slam)
Skills Climb +17, Perception +24, Stealth +17 (+25 when under water), Swim +17; Racial Modifiers +8 Stealth when under water
Environment cold or temperate marsh or swamp
Organization solitary or pair
Acid Body (Ex) The physical form of the slime beast is a gelled acid. It is immune to all damage from piercing or slashing weapons . Additionally, all objects that strike the slime beast sustain 1d6 points of acid damage. Creatures that strike the slime beast with a natural weapon or an unarmed attack sustain 1d6 points of acid damage.
Acid Glob (Ex) Once every 2 rounds, a slime beast can produce a ball of slime in its hand and throw it at a range increment of 10 ft. to a maximum of 60 ft. Those successfully struck by the blog of slime sustain 4d6 points of acid damage and must succeed a DC 24 Fortitude save or sustain an additional 4d6 points of damage the following round on the slime beast’s turn. Producing the glob of slime and throwing it is a single standard action. Being completely submerged in water will reduce the second round’s damage by half.