I hope you enjoy the glom slug. See you tomorrow with another monster!
This many-limbed creature
looks like a combination of headless monkey and slug. It leaves a scorched
trail behind as it moves.
Glom Slug CR 9
XP 6,400
CE Small aberration
Init +6; Senses darkvision 60 ft., tremorsense
60 ft.; Perception +20
DEFENSE
AC 23, touch 17,
flat-footed 17 (+6 Dex, +6 natural, +1 size)
hp 119 (14d8+56)
Fort +10, Ref +10, Will +12
Defensive Abilities
amorphous; DR 5/cold iron and piercing;
Resist acid 20, electricity 20
OFFENSE
Speed 20 ft.,
climb 20 ft.
Melee slam +17
(1d6+2 plus 3d6 acid and attach)
Ranged spit +13
touch (4d6 electricity and nettling goo)
Special Attacks
attach, face hug
STATISTICS
Str 15, Dex 22, Con 19, Int 13, Wis 16, Cha 18
Base Atk +10; CMB +15 (+19 grapple); CMD 27 (can't be tripped)
Feats Agile Maneuvers,
Following Step, Great Fortitude, Step Up, Step Up and Strike, Weapon Finesse,
Weapon Focus (spit)
Skills Acrobatics
+17, Climb +14, Escape Artist +23, Intimidate +21, Knowledge (dungeoneering)
+16, Perception +20, Stealth +20
Languages Aklo
(can’t speak)
ECOLOGY
Environment any
underground
Organization
solitary or pair
Treasure none
SPECIAL ABILITIES
Face Hug (Ex) If
a glom slug exceeds an opponent’s AC by 4 when it attacks, confirms a critical
hit, or maintains a grapple on the round after it attaches to its foe, it
covers the victim’s face. This blinds the victim unless it has alternate visual
organs. If the slug begins its turn attached to an opponent’s face, it affects
the victim as if it used dominate monster
on it, requiring a DC 20 Will save to negate each round the slug remains
attached. While the slug affects the victim in this way, it stops inflicting
damage from its slam attack; the victim also uses the slug’s visual
capabilities and loses the blinded condition. This effect ends immediately
after the slug is removed. The save DC is Charisma-based.
Nettling Goo (Ex)
A sticky goo covers the location where a creature is struck by a glom slug’s
spit attack. The goo cannot be scraped off and requires 10 minutes or fire
damage equal to the slug’s HD to evaporate it (this fire damage affects the
victim covered in the goo). While covered in the goo, the victim must succeed
at a DC 19 Fortitude save to attempt any action other than a single move
action. On a failure, the creature takes 4d6 points of electricity damage and
loses the action (this causes the victim to lose the spell or spell slot when casting
a spell, but has no negative impact on spell-completion items or items with
charges). The save DC is Constitution-based and includes a –2 penalty since the
goo is not fully potent. Creatures without a nervous system, such as oozes,
plants, and undead, are immune to this ability.
Spit (Ex) A glom
slug’s spit attack has a 10-foot range increment.
Glom slugs are bizarre escapees from another realm from
which their former slaves drove them after they managed to free themselves from
the slugs and stage a revolt. The slugs enjoy taking slaves and forcing them to
engage in gladiatorial style battles in which they have an intimate perspective.
In combat situations, glom slugs take glee in turning allies against one
another, forcing their puppets to defend them and counterattack with full
awareness of the harm they inflict upon comrades. When they aren’t attached to
favorite slaves, they use an electrified expectorant to keep them docile.
Despite the slugs’ propensity for engaging in combats with
their slave proxies, they do not normally gather together. The slugs are highly
competitive and covet other slugs’ more powerful slaves. They breed by budding,
so they never have to work with others for procreation and leave their offspring
to fend for themselves. Occasionally, they work for other underground races to
procure slaves. In lieu of treasure as a reward for their services, they make
strange requests such as redirecting an underground water supply or knocking
down a random assortment of stalactites.