ability_mods: cha_mod: -5 con_mod: 4 dex_mod: -3 int_mod: -5 str_mod: 5 wis_mod: -5 ac: 13 ac_special: null active_abilities: - action_cost: Two Actions critical_failure: null critical_success: null description: DC 22, 2d6 acid, Escape DC 24, Rupture 10 effect: null failure: null frequency: null maximum_duration: null name: Engulf range: null raw_description: '**Engulf** [Two Actions] DC 22, 2d6 acid, Escape DC 24, Rupture 10' requirements: null saving_throw: null stages: null success: null traits: null trigger: null - action_cost: None critical_failure: null critical_success: null description: 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. effect: null failure: null frequency: null maximum_duration: null name: Entangling Residue range: null raw_description: '**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.' requirements: null saving_throw: null stages: null success: null traits: null trigger: null alignment: N automatic_abilities: - action_cost: None critical_failure: null critical_success: null description: 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. effect: null failure: null frequency: null maximum_duration: null name: Adhesive Body range: null raw_description: '**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.' requirements: null saving_throw: null stages: null success: null traits: null trigger: null description: 'The tall sharinga trees of the Mwangi Expanse leak golden sap from their swollen, bulbous trunks, which coagulates when exposed to air. The toxic resin, which has a bitter taste, protects the tree from herbivorous insects and other animals, but in rare cases—usually in areas awash in positive energy or the influence of the First World—the sap gains a life of its own. Such “living sap” is a mindless ooze that attempts to smother and engulf just about anything that moves, from the bugs and small beasts that feed on its sharinga tree to larger creatures unlucky enough to stumble upon it. Due to its immunities to most forms of physical damage and its protectiveness of its mother tree, a living ooze is a nuisance to communities that rely on the sap of sharinga trees to make resin, rubber, and glue. Jungle-dwelling alchemists such as __gripplis__ cherish the sap of the sharinga tree for its unique adhesive properties. The sap has been used for centuries to create tanglefoot bags, glue, and hard resin. Residue collected from a living sap is even more fascinating from an alchemical standpoint. Though harvesting a living sap is very dangerous, some alchemists will risk death (if not their own, then that of hearty adventurers for hire) in order to procure these easily worked ingredients. To increase the odds of a successful harvest, such employers are often willing to supply offensive aids such as lesser frost vials; living sap hunters learned long ago that cold energy is effective against these creatures and luckily doesn''t harm the harvestable reagents. **__Recall Knowledge - Ooze__ (__Occultism__)**: DC 24' hp: 175 hp_misc: null immunities: - critical hits - mental - piercing - precision - slashing - unconscious - visual level: 6 melee_attacks: - action_cost: One Action damage: - formula: 2d8+8 type: bludgeoning - formula: null type: entangling residue name: pseudopod to_hit: 17 traits: null name: Living Sap perception: 7 ranged_attacks: null rarity: Uncommon saves: fort: 18 fort_misc: null misc: null ref: 7 ref_misc: null will: 5 will_misc: null sense_abilities: - action_cost: None critical_failure: null critical_success: null description: Living sap can sense nearby motion through vibration and air movement. effect: null failure: null frequency: null maximum_duration: null name: Motion Sense range: null raw_description: '**Motion Sense** Living sap can sense nearby motion through vibration and air movement.' requirements: null saving_throw: null stages: null success: null traits: null trigger: null senses: - motion sense 60 feet - no vision size: Medium skills: - bonus: 17 misc: null name: Athletics - bonus: 10 misc: null name: Stealth sources: - abbr: 'Pathfinder #146: Cult of Cinders' page_start: '89' page_stop: null speed: - amount: 10 misc: null type: Land - amount: 10 misc: null type: climb spell_lists: null traits: - Mindless - Ooze weaknesses: - amount: 10 misc: null type: cold