CREATURE 2
Perception +6; motion sense 60 feet, no vision
Skills Acrobatics +7, Stealth +9
Str -1 Dex +3 Con +3 Int -5 Wis +0 Cha -4
Magical Broth (magical, necromancy) The squirming swill retains some residue from the magical broth it was stewed in. A creature can salvage the portion of a destroyed squirming swill that contains the greatest amount of this liquid by squeezing its remains. This liquid can be used as an oil or potion of the swill's level or lower, typically a minor healing potion, nectar of purification, or oil of potency. This consumable follows the normal rules for Activating an oil or potion.
Motion Sense Squirming swill can sense nearby creatures through vibration and air or water movement.
AC 17; Fort +11, Ref +9, Will +6
HP 28, negative healing; Immunities poison, death effects, disease, paralyzed, unconscious, visual; Resistances fire 2
Malodorous Smoke (aura, conjuration, curse, magical, olfactory) 15 feet. The squirming swill reeks of food that is simultaneously burned and spoiled. A creature that enters or starts its turn in the emanation must succeed at a DC 17 Fortitude save or become sickened 1 (sickened 2 on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. When a creature succeeds at a Fortitude save to recover from this sickness, it regurgitates a chunk of food that immediately slithers away to join the swill, restoring 3 Hit Points to the swill.
Speed 20 feet, swim 15 feet
Melee offal +9 (finesse, magical), Damage 1d10-1 plus 1d6 fire and slippery grease
Ranged scalding oil +9 (fire, magical, range increment 30 feet), Damage 2d6 fire
Slippery Grease The first time on its turn that the squirming swill hits a creature with its offal Strike, hot grease from its body splatters the ground in the target's space. The target must succeed at a DC 17 Reflex save or Acrobatics check, falling prone on a failure.
Bestiary 3, page 256.
Open Squirming Swill in the interactive creatures list or browse all creatures starting with S.