CREATURE 6
Perception +7; motion sense 60 feet, no vision
Skills Athletics +17, Stealth +10
Str +5 Dex -3 Con +4 Int -5 Wis -5 Cha -5
Motion Sense Living sap can sense nearby motion through vibration and air movement.
AC 13; Fort +18, Ref +7, Will +5
HP 175; Immunities critical hits, mental, piercing, precision, slashing, unconscious, visual; Weaknesses cold 10
Adhesive Body A creature that Strikes a living sap with a melee weapon must succeed at a DC 24 Reflex save or be disarmed of that weapon. If the creature critically fails, the weapon ends up in the living sap's space. A creature that hits a living sap with an unarmed attack must succeed at a DC 24 Reflex save or become grabbed by the living sap until the end of its next turn.
Speed 10 feet, climb 10 feet
Melee pseudopod +17, Damage 2d8+8 bludgeoning plus entangling residue
Engulf DC 22, 2d6 acid, Escape DC 24, Rupture 10.
Entangling Residue A creature hit by a living sap's pseudopod Strike must succeed at a DC 24 Reflex save or become grabbed until the end of the living sap's next turn.
Age of Ashes #2: Cult of Cinders, page 89.
Open Living Sap in the interactive creatures list or browse all creatures starting with L.