Slime Mold (CR 3/MR 1)

Mythic Slime Mold (CR 3/MR 1)
XP 800
Pathfinder Roleplaying Game Bestiary 2
N Large ooze (mythic)
Init –1; Senses Perception –5


AC 9, touch 8, flat-footed 9 (–1 Dex, +1 natural, –1 size)
hp 36 (3d8+23)
Fort +6, Ref +0, Will –4
Defensive Abilities Immune ooze traits; Resist fire 10


Speed 20 ft.
Melee slam +4 (1d6+4 plus disease)
Space 10 ft.; Reach 10 ft.
Special Attacks disease, engulf (DC 14, 1d6+4 bludgeoning plus disease), mythic power (3/day, surge 1d6), spew slimeMA


Str 16, Dex 8, Con 21, Int —, Wis 1, Cha 1
Base Atk +2; CMB +6; CMD 15 (can’t be tripped)
Feats Extra Mythic Power
SQ freeze, fungal contagionMA


Environment temperate forests
Organization solitary or infestation (2-5)
Treasure none

Special Abilities

Disease (Ex) Fungal rot: Slam-Contact; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d2 Str damage and 1 Con damage and fatigue; cure 1 save. This disease otherwise functions as described in the Pathfinder Roleplaying Game Bestiary 2 entry for slime mold.

Fungal Contagion (Ex) Creatures affected by the slime mold’s fungal rot become carriers of the disease. Creatures spending more than 1 minute adjacent to an infected creature and creatures touching the infected creature for 1 full round (including those using the Heal skill to treat the disease) during this time may also contract fungal rot (DC 11 Fortitude negates). A creature is contagious during the disease’s onset time and while the disease is active but is no longer contagious after succeeding at a Fortitude save to cure the disease.

Spew Slime (Ex) As a full-round action, a mythic slime mold can disgorge a 5-foot patch of green slime into an adjacent square. This green slime is unstable and persists for only 1d3 rounds before becoming inert. Using this ability deals 2d6 points of damage to the slime mold.

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