Globster

CREATURE 5

n large aquatic ooze 

Perception +9

Skills Athletics +15

Str +6 Dex -5 Con +5 Int -5 Wis +0 Cha -5

AC  12; Fort +16, Ref +6, Will +9

HP 170; Immunities mental, critical hits, unconscious; Weaknesses electricity 10

Stench (aura, olfactory) 30 feet. A creature entering the aura or starting its turn in the area must succeed at a DC 19 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure) While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all globsters' stenches for 1 minute.

Speed 15 feet, swim 30 feet

Melee [>] tendril +15, Damage 2d8+6 bludgeoning plus Grab and nauseating slap

Constrict [>] 1d8+6, DC 22

Nauseating Slap (poison) A living creature struck by a globster's tendril must attempt a DC 19 Fortitude save. On a failure, the creature becomes sickened 1. If the creature is already sickened, the condition value increases by 1, to a maximum of sickened 4. Once a creature succeeds at its saving throw, it is temporarily immune for 24 hours.

Saturated A globster can survive for 1 hour out of the water, after which it risks drowning and suffocation.

Bestiary 3, page 115.

Open Globster in the interactive creatures list or browse all creatures starting with G.