Perception +6; motion sense 60 feet, no vision
Skills Athletics +7, Stealth +6 (+8 amid decaying plant matter or fungus)
Str +3, Dex +0, Con +5, Int –5, Wis +0, Cha –5
Motion Sense As
.AC 12; Fort +11, Ref +3, Will +4
HP 60; Immunities critical hits, mental, precision, unconscious, visual
Speed 10 feet, climb 10 feet
Melee pseudopod +8, Damage 1d8+3 bludgeoning plus slime rot
Slime Rot (disease) Saving Throw DC 18 Fortitude; Onset 1d4 days; Stage 1 enfeebled 1 and sickened 1 (1 day); Stage 2 as stage 1 (1 day); Stage 3 drained 1, enfeebled 2, and sickened 2 (1 day); Stage 4 as stage 3 (1 day); Stage 5 drained 2 plus unconscious (no Perception check to wake up) (1 day); Stage 6 dead, and the body erupts to release a new slime mold
Slime Mold
A slime mold appears as a mound of earth and detritus covered in a thick layer of fungus that exudes a faint stink of decay. The fungus actually shares a symbiotic relationship with the slime mold, serving as an external digestive system while gaining access to the nutrients it needs. The ooze remains perfectly still until living prey passes within reach, then it lashes out with disgusting pseudopods. With a touch, a slime mold can infect its prey with a foul contagion known as slime rot, a horrific disease that painfully breaks down a victim’s flesh. At first, the disease manifests as painful rashes and agonized joints. In the later stages, though, the flesh of the affected creature actually begins to liquefy and run in rivulets as the creature’s spores continue to work. Death, when it occurs, swiftly causes the resulting body to split open and release a brand new slime mold.