Mythic Amoeba, Swarm (CR 2/MR 1)
XP 600
Pathfinder Roleplaying Game Bestiary 2
N Fine ooze (aquatic, mythic, swarm)
Init –5; Senses blindsight 30 ft.; Perception –5
Defense
AC 14, touch 13, flat-footed 14 (–5 Dex, +1 natural, +8 size)
hp 17 (2d8+8)
Fort +0, Ref –5, Will –5
Defensive Abilities Immune ooze and swarm traits
Offense
Speed 10 ft., climb 10 ft., swim 20 ft.
Melee swarm (1d6 acid plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks clingMA, distraction (DC 11), mythic power (3/day, surge 1d6)
Statistics
Str 1, Dex 1, Con 10, Int —, Wis 1, Cha 1
Base Atk +1; CMB —; CMD —
Feats Extra Mythic PowerMF
Skills Climb +3, Swim +3
SQ amphibious, fusionMA
Ecology
Environment any land or underground
Organization solitary or colony (2–9)
Treasure none
Special Abilities
Cling (Ex) If a creature leaves a mythic amoeba swarm’s square, a large number of amoebas continue to cling to that creature. This deals 1d3 points of damage to the swarm; however, the target creature continues to take 1d6 points of acid damage at the end of his turn each round until the amoebas are removed. Removing the amoebas is a full-round action and a DC 13 Reflex save. An ally can use the aid another action to grant a +2 circumstance bonus to this save, though the ally takes 1 point of acid damage while doing so. The amoebas are also destroyed if the target takes any amount of damage from an area effect. The save DC is Constitution-based and includes a +2 racial modifier.
Fusion (Ex) A mythic amoeba swarm can fuse itself into a single mythic giant amoeba as a full-round action. Fusing together in this way heals it of 1d8+2 points of damage.