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Mold, Slime (3pp)

A large but colorful grove of small mushrooms and other tiny plants sprout upon a wide swath of moss.

Slime Mold CR 3

XP 800
N Large ooze (fungus)
Init -1; Senses blindsight 60 ft; Perception +0

DEFENSE

AC 8, touch 8, flat-footed 8 (-1 Dex, -1 size)
hp 38 (4d8+20)
Fort +6, Ref +0, Will -4
Immune ooze traits

OFFENSE

Speed 20 ft.
Melee slam +3 (1d8+1 plus disease plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks engulf (1d8+1)

STATISTICS

Str 13, Dex 8, Con 21, Int –, Wis 1, Cha 1
Base Atk +3; CMB +5 (+9 grapple); CMD 14 (can’t be tripped)
SQ camouflage

SPECIAL ABILITIES

Camouflage (Ex)

A slime mold looks like a normal patch of fungus when at rest. It takes a DC 20 Perception check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Perception to notice the ooze. Dwarves can use stonecunning to notice the subterranean version.

Disease (Ex)

Fungal rot: Slam–contact, save Fort DC 17, onset 1 day, effect 1d3 Con and 1d3 Str damage, cure 1 save. The save DC is Constitution-based.

Engulf (Ex)

A slime mold can wrap a creature of up to one size smaller in its body as a standard action. If a slime mold succeeds a Combat Maneuver check to grapple an opponent, it establishes a hold and deals slam damage each round the hold is maintained. Attacks that hit an engulfing slime mold deal half their damage to the monster and half to the trapped victim.

Editor’s Note
The fungal rot disease is missing frequency information. GMs are encouraged to use a frequency of 1/day for this affliction.

ECOLOGY

Environment temperate forests
Organization solitary
Treasure none

Slime molds are found in forests, swamps, and underground; any place natural fungi and mold grows. A slime mold lies dormant among the growths soaking nutrients from them, and waiting for living creatures to wander too close to it.

Slime molds are often mistaken for plant creatures because their forms are completely covered with molds, fungi, and in particular mushrooms of varying hues, shapes, and sizes. This gives the monster the appearance of an undulating mass of plant matter when actuality they are a rare form of non-acidic ooze. Something in the creature’s protoplasmic substance causes mushrooms, molds, mosses, and other fungal plants to take root and grow on its surface in a symbiotic relationship.

A slime mold attacks from surprise anytime it detects a living creature within 10 feet of it. It lashes out with a pseudopod and then attempts to wrap its body around the victim. The slime mold relies on its natural ability to appear as a patch of mushrooms to foil potential prey. Slime molds inflict an opponent with fungal rot if they hit with a slam attack. Fungal rot causes a darkening of the skin and small patches of fungus and mold to sprout at random locations on the victim’s body.

Section 15: Copyright Notice

Slime Mold from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.