Index | Playable Races | Monsters (Humanoids | Monstrous Humanoids | Fey | Dragons | Magical Beasts | Aberrations | Constructs | Plants | Oozes | Animals | Vermin | Undead (Manufactured | Spontaneous) | Outsiders (Native | Inner Sphere | Outer Sphere (Celestials | Monitors | Fiends))
This page is part of the character sheet for Pathfinder, covering non-playable Ooze creatures.
A broad category of creatures united mostly by being naturally amorphous and lacking specialized body parts, existing as living masses of various substances. Most that aren't masses of protoplasm are liquids or colloids of some sort or another, but gaseous and plasma-based oozes also exist.
- Blob Monster: All oozes have amorphous, mutable bodies.
- Dumb Muscle: Oozes can get high CRs just like any other monster type, allowing them to duke it out with even the highest level adventurers, but by default they're mindless.
- Mainlining the Monster: Fluids harvested from acid-secreting oozes can be used to craft items, potions and alchemical gear related to acid.
- Asteroids Monster: The original, which is why there's still blights today.
- Extra Eyes: Which is to say any eyes at all. Most oozes don't have any, but blights have many, allowing them to see normally in addition to their blindsense.
- Fisher King: Once a year a blight can mark a ten mile diameter area as their cursed domain, granting them various abilities they can use on the environment.
- From a Single Cell: When a blight is destroyed a new blight grows from its cursed terrain, representing them regenerating from residual fragments. This can only be avoided by casting remove curse on the blight's remains.
- God Guise: Blights will pose as emissaries from the gods or even gods themselves when interacting with primitive beings, recruiting them as minions for its murderous campaign.
- Healing Factor: All have fast healing of some degree.
- Home Field Advantage: All blights have a favored terrain they get bonuses in and gain additional bonuses and abilities while within their cursed domain, heavily incentivizing them to let foes come to them.
- Hostile Terraforming: The essence of what blights do — a blight can manipulate and alter the area it claims as its domain, modifying it to transform it into its preferred habitat and to make it as hostile as possible to sapient life.
- No-Sell: To acid, in addition to usual ooze immunities.
- Playing Against Type: Where oozes tend to have low AC due to their liquid nature, blights have a layer of hardened protoplasm to make them tougher. Where oozes are largely unintelligent or primitive in their intelligence, blights are cunning enough to rival dragons. While many oozes have no eyes and poor senses, blights are studded with eyes. In pretty much every area, a blight defies the usual expectations of an ooze.
- Pragmatic Villainy: Despite their hatred of intelligent life, they know certain powerful creatures can be useful as allies and minions and will take steps to recruit them.
- Telepathy: They can telepathically communicate with any intelligent creature in their cursed domain.
- Underground Monkey: Blights come in numerous types adapted to and themed around different environments, and with their magic and abilities specialized for controlling and weaponizing the things found in their specific biomes.
- You Have Outlived Your Usefulness: When a blight has successfully cleansed an area, it will inevitably turn on its allies and minions. Smart enough allies will cut and run when it gets down to the endgame, reaping all the rewards of their alliance but avoiding their eventual wrath.
Blights adapted to arid environments.
- Combat Tentacles: Their method of melee attack.
- Man Behind the Man: Desert blights like to ally with desert mummies and goad them into leading crusades of undead monsters against cities while the blight itself remains safely away from the conflict, sometimes even dominating necromancers in order to secure a steady influx of undead minions.
- Thirsty Desert: Deserts cursed by a desert blight count as one category hotter during the day and one category colder at night, making them much harsher than normal. More directly they have a dehydration pulse that can damage creatures as it pulls moisture directly from their bodies or destroy sources of water they find.
Blight adapted to high altitude environments.
- Batman Can Breathe in Space: Downplayed. A mountain blight is always adapted to high altitude atmosphere and thus never suffers altitude sickness or oxygen deprivation. The same can't be said for others, as a mountain blight's cursed domain always counts as one altitude category higher. A mountain blight can select other creatures to be immune to this, but everyone else gets to make a lovely array of saves against exhaustion and sickness due to the thin air.
- Dishing Out Dirt: Mountain blights can create localized earthquakes, which can be used to start rockslides or cave-ins.
- Evil Virtues: Restraint. Mountain blights aren't nearly as aggressive as other blights and don't seek out centers of civilization. That said, they do still set up shop at well-travelled passes and trails to ensure a steady supply of victims.
- No-Sell: Immune to electricity.
Blights adapted to urban environments.
- Acid Attack: They can spray acid that damages both creatures and their equipment. The fact that this ability is an immediate action and has no cooldown makes it easy for a sewer blight to spam this ability every round in addition to their normal attacks and spells.
- Grimy Water: Enforced, as their cursed domain inflicts visitors with nasty diseases.
- Monster Lord: For oozes. Oozes never attack sewer blights and sewer blights can control oozes with dominate monster despite their mindless nature.
- Plague Master: Entering a sewer blight's domain means saving against filth fever, in addition to the penalty to saves against diseases invoked by being in its cursed domain. Not to mention all the nasty viruses crawling around in a medieval sewer to begin with...
- Poison Is Corrosive: Their claw attacks deal extra acid damage.
- Wolverine Claws: Rather than tentacles and slam attacks, they attack with claws formed from hardened protoplasm.
Blights adapted to frigid environments.
- An Ice Person: Fittingly for their home environment, they have considerable control over ice and cold. Their attacks deal direct and lingering cold damage, those under the effect of their curses become especially vulnerable to cold (or lose cold immunity if they have it), they move across iced-over surfaces with no difficulty and their presence automatically lowers the temperatures of the areas they claim — already arctic areas under their control become so cold that they're quite literally lethal to be in.
- Evil Is Deathly Cold: They're as evil, hateful and genocidal as any other blight, and they delight in using their icy abilities to spread death and misery.
- Kill It with Ice: Their cursed domain is considered colder than it should be, making it harder to cast fire magic and causing penalties to saves against cold effects.
- Wall Crawl: They can move easily across any icy surface, even if it's vertical.
Blights adapted to marshy environments.
- Acid Attack: They can produce and wield acid to attack their foes, delivering it both as projectiles of acidic goo and through stings.
- Night of the Living Mooks: All creatures that die in a swamp blight's cursed domain rise as swamp mummies. They deliberately exploit this, having its mummy minions drag captives back to kill in its domain to bolster their ranks.
- Pest Controller: They can summon and control swarms of insects, and a cloud of biting mosquitoes surrounds a swamp blight at all times.
- Poison Is Corrosive: They can spit globs of acidic poison and their stings inject "toxic acid".
- Swamps Are Evil: Their magic allows them to turn any wetland they settle in into a deathtrap swarming with blood-sucking insects and undead.
Blights adapted to arboreal environments.
- Combat Tentacles: They can make multiple tentacle attacks every round.
- The Lost Woods: They inhabit forests, and they specialize in actively turning their woodlands into weapons and deathtraps. In particular, plants with their domain will act like living things and attempt to clutch and grab at intruders, and the blights can control the wildlife of their home forests and set them against trespassers.
- No Ontological Inertia: They can transform people into trees, but this transformation is instantly undone if the blight dies.
- Transflormation: Their claw attacks can slowly transform the flesh of their enemies into immobile wood. If their victims are completely overtaken by this lignification, they fully transform into trees.
- When Trees Attack: A forest blight's domain is often full of plant creatures. To aid them, the blight's cursed domain grants fast healing to all plant creatures within it and boosts any healing they may already have.
- Wolverine Claws: In addition to their tentacle attacks, they attack with claws formed from hardened protoplasm.
Blights adapted to subterranean environments.
- Atomic Hate: Their cursed area becomes heavily irradiated over time.
- Beneath the Earth: They live in tunnel systems, favoring areas in the Darklands.
- Manipulative Bastard: They're particularly good at convincing aberrations to ally with them.
- Taken for Granite: Their sting attacks slowly inflict Dexterity damage and turn victims to stone.
- You Will Not Evade Me: The radiation of a cave blight's cursed domain interferes with teleportation, preventing quick escapes and providing a defense against anyone who would try to teleport in.
A variant species of brain ooze that feeds almost exclusively on psychically attuned minds.
- Body Horror: A victim of the colour is hideously deformed and glows with the same unnamable colour as the creature that blighted it.
- Energy Beings: A colour has no physical body at all.
- Fictional Colour: The colour's glow is unlike any seen in nature.
- Public Domain Character: The colour out of space originated in H. P. Lovecraft's short story The Colour Out of Space.
- Black Speech: A shoggoth can utter sounds and words sane life was not meant to hear.
- Public Domain Character: The whole shoggoth race was originally created by H. P. Lovecraft in his novella At the Mountains of Madness.
- Too Many Mouths: Try to count exactly how many mouths a shoggoth has.
- Turned Against Their Masters: Shoggoths developed enough intelligence to rebel against their creators.
- The Paralyzer: Any creature that is hit by a slithering tracker's slam comes into contact with the anesthetising slime it secretes.
First spawned by the primordial godling Nuruugal in the lost Azlanti city of Nal-Vashkin, these fiery, parasitic oozes contain a portion of the creatures essence and foul sentience.
- Demonic Possession: They can't seize control of a body, but the host can choose to give it up. Usually this only happens with unwilling hosts as it promises to relieve the burning pain of its possession if they give up control.
- Logical Weakness: As beings of fire spawned by a primordial fire deity, they're vulnerable to cold damage.
- Metamorphosis Monster: After a tear of Nuruu'gal spends enough years merged with a host, the two may fuse together and explode into a horrible light before catalyzing into a shining child.
- Playing with Fire: They deal fire damage with their attacks complete with the burn ability and have a few fire spells at their disposal.
- The Symbiote: If a tear grapples a humanoid, it can forcibly inhabit their body. A willing host gains access to all the spell-like abilities, spell resistance, telepathy, and fire subtype of the tear, stops aging, loses its need to eat or drink, and has a reduced need for sleep. An unwilling host gains no powers and suffers agonizing pain as it's burned from the inside out
- Telepathy: They can communicate telepathically and detect thoughts at will.
- Asteroids Monster: Giant amoebas may detach parts of of themselves to form an amoeba swarm, and are known entirely transform into larger swarms in particularly lean times, the entire thing dissolving into a pile of coin-sized versions of itself. Conversely, when hunting is good, an amoeba swarm may coalesce into a single giant amoeba.
- Mega-Microbes: Giant amoebas are quite large, as big as or bigger than a soccer ball. They usually subsist by hunting rats and other small vertebrates, which they are capable of engulfing whole. It's noted in-uinverse to be a highly mutated version of regular amoebas, which are normally microscopic like in real life.
Strange, cubical oozes that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops of their creators and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.
- Acid Attack: Like many other oozes, gelatinous cubes deal acid damage on contact.
- The Ageless: Gelatinous cubes can live for millennia if not killed or starved for food.
- Elemental Absorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
- Elite Mook: The ebony cubes, which unlike the regular kind can digest metal, and the sapient and spell-slinging sorcerer oozes.
- The Paralyzer: A gelatinous cube secretes an anaethesising slime.
- Shock and Awe: Electric jellies can produce powerful shocks.
- Swallowed Whole: A gelatinous cube can simply engulf creatures smaller than itself.
- Underground Monkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each with unique characteristics, abilities and weaknesses making for different challenges and encounters:
- Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
- Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
- Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
- Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality on the part of wizards with perhaps more power than foresight.
- Sea Monster: A globster is made from half-digested parts of sea creatures.
More commonly found in the Mana Wastes, these oozes arise when unstable magic fuses with gunpowder. Their stats can be found in Wardens of the Reborn Forge, ''Bestiary 5]], or online here.
- Magma Man: The name "magma ooze" should probably have made that obvious.
- Underground Monkey: Certain varieties of magma ooze exist with unique abilities and powers derived from peculiarities in the rock they formed from or the magic that animated them.
- Magma oozes formed from rocks containing toxic minerals or as a result of magical pollution release toxic gases in addition to their usual attacks.
- Mineral-rich rocks can form crystalline magma oozes filled with pockets of gases that erupt violently when the ooze is attacked.
- Evil magic or the influence of the lower planes can create evil brimstone oozes instead of regular magma oozes.
- Damage Discrimination: An ochre jelly's acid only dissolves flesh and practically nothing else.
- Starfish Aliens: These creatures are not native to Golarion, and being oozes they certainly aren't humanoid.
Radiant essences are created from the spirits of slain celestial beings. While the essences of slain celestials typically return to their planes of origin, some part of their being may long to remain in the material world to continue its crusade against evil. If enough of this lingering essence collects in one place, it may coalesce into a new, mindless form of life striving to continue its former selves' holy missions — a radiant essence.
- Color-Coded for Your Convenience: A radiant essence's color depends on the type of outsiders whose spirits contributed to its creation — fiery red for azatas, bright orange for agathions, golden yellow for archons and silver for angels. As most radiant essences are formed from the mingled essence of multiple types of outsiders, they tend to be some shade of golden orange as a result.
- Power Glows: At a radiant essence's core is a glowing orb containing the collected celestial power that gives it life.