Creeping Clot
Left alone, it stops moving and hardens into an armored shell — but the instant it touches water again, that shell falls apart.
A slow-creeping mass of congealed blood and plasm that oozes up walls and through standing water, mindless and patient. Left undisturbed, it hardens into a shell tough enough to turn a blade.
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.
Level 5
Perception +7 · Senses amphibious motion sense (precise) 60 feet, no vision · Skills Athletics +13
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +6 | -5 | +5 | -5 | +0 | -5 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 12 | +15 | +4 | +7 |
HP 150 · Immunities acid, bleed, bludgeoning, critical hits, mental, precision, unconscious, visual
Speed 20 feet, climb 15 feet, swim 30 feet
Actions
- Melee Pseudopod [Single Action] +15, Damage 2d8+7 bludgeoning plus
- Melee Tendril [Single Action] +15 (reach 10 ft), Damage 2d8+2 piercing
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