Congealed Magic

Level 3
Creature· mindlessUncommonLargeRemaster
AC
10
HP
90
Speed
20 ft.
Perception
+5
Fort
+12
Ref
+0
Will
+5
Immunities acid, critical-hits, precision, slashing, unconscious, visual, bleed, void
Senses motion-sense 60 ft.
Skills athletics +11
Recall Knowledge DC 20 (occultism)

Attacks

Melee Pseudopod +11 (unarmed), Damage 1d8+4 bludgeoning plus 1d6 void

Abilities

Motion Senseinteraction

Congealed magic can feel nearby motion through vibration and air movement.

Split

Whenever a congealed magic would take slashing damage (if it weren't immune) and has at least 10 HP, it splits into two identical oozes with half the original's HP. One congealed magic 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.

Tag Team◆◆

Requirements another congealed magic is within 30 feet


Effect The ooze arcs magical essence to the other congealed magic. Creatures in that line take 3d6 void damage with a DC 16 reflex save. A creature that fails its save is also knocked Prone.

Found underground or in dungeons, these quivering, slug-like ropes of slime continuously scour their domain for food. In addition to their shape, they are named for their ability to shoot out expanding ribbons of slime that resemble tangled strings.


Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.