Creeping Clot
Level 5Attacks
Abilities
A creeping clot can feel nearby motion through vibrations in air and water.
Requirements The creeping clot is not immersed in liquid
Effect The creeping clot remains motionless for 1 minute, causing its outer mass to form a thick shell of clotted plasm. Its Armor Class increases to 22 and it becomes Slowed 1. Though the creeping clot remains immune to the additional damage from a critical hit, its clot armor is destroyed automatically upon taking a critical hit, taking 50 damage from a single Strike, or as soon as it is immersed in liquid.
Saving Throw DC 22 fortitude
Stage 1 target gains resistance 5 to bleed damage (1 hour)
Stage 2 as stage 1 plus Slowed 1 (1 day)
Stage 3 as stage 2 plus Drained 1 (1 day)
Stage 4 as stage 2 plus Drained 2 (1 day)
Stage 5 as stage 2 plus Unconscious (1 hour)
Stage 6 dead
Requirements The creeping clot has a creature Grabbed
Effect The creeping clot burrows tendrils into the grabbed creature. The creature takes (2d8+2)[piercing] damage (DC 22 fortitude save) and is exposed to jelly blood.
Requirements The creeping clot doesn't have clot armor
Effect The creeping clot extends dozens of whipping, slashing tendrils, attacking all creatures in reach. The clot makes a tendril Strike against each enemy within its tendril reach. Each attack counts toward the clot's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks.
The unsettling creeping clot appears like a disgusting mound of half- coagulated blood that seeps a constant red effluvium, which in turn is slurped up by the clot's slithering feelers before the stain can spread more than a few inches from its central mass. When it senses danger, a creeping clot can form a protective shell of hardened ooze that makes it look like an enormous scab.
It's a common misconception that a creeping clot feeds on blood. In fact, this crusty ooze absorbs minerals from flesh and blood alike by burrowing its tendrils into a creature, a process that creates painful—and sometimes fatal—blood clotting within the victim's body.
Farming Clots A creeping clot's toxin can be harvested as a useful (if risky) medicinal. A successful DC 22 medicine or DC 22 survival check and 10 minutes of work on a creeping clot that's been dead for no more than 1 hour produces 1 dose of creeping clot serum (2 doses on a critical success). A critical failure exposes the harvesting creature to the clot's jelly blood. A dose of creeping slot serum spoils after 24 hours. If a dose of creeping clot serum is used while Administering First Aid to stop bleeding, the Medicine check gains a +3 item bonus, but on a critical failure, the victim is exposed to jelly blood.