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Creeping Clot
AC 12
uncommonAmphibiousMindlessOoze
Lvl 5AmphibiousMindlessOozeUncommon
- AC
- 12
- HP
- 150
- Perc
- +7
- Fort
- +15
- Ref
- +4
- Will
- +7
- STR
- +6
- DEX
- -5
- CON
- +5
- INT
- -5
- WIS
- +0
- CHA
- -5
Speed20 ft, swim 30 ft, climb 15 ft
Actions
- pseudopod +15 2d8+7 bludgeoning plus
- tendril +15 2d8+2 piercing reach 10 ft
- AC
- 12
- HP
- 150
- STR
- +6
- DEX
- -5
- CON
- +5
- INT
- -5
- WIS
- +0
- CHA
- -5
AC 12
Fort +15
Ref +4
Will +7
HP 150
Immunities
acid, bleed, bludgeoning, critical hits, mental, precision, unconscious, visual
Clot Armor (primal) Requirement 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.
Speed 20 feet, climb 15 feet, swim 30 feet
Melee
[Single Action]
pseudopod +15,
Damage 2d8+7 bludgeoning plus Grab