All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Living Sap

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
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

Living SapCreature 6

Legacy Content

Uncommon N Medium Mindless Ooze 
Source Pathfinder #146: Cult of Cinders pg. 89
Perception +1; motion sense 60 feet, no vision
Skills Athletics +11, Stealth +4
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 7; Fort +12, Ref +1, Will +-1
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 18 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 18 Reflex save or become grabbed by the living sap until the end of its next turn.
Speed 10 feet, climb 10 feet
Melee [one-action] pseudopod +11 [+6/+1], Damage 2d8+8 bludgeoning plus entangling residueEngulf [two-actions] DC 16, 2d6 acid, Escape DC 18, Rupture 10Entangling Residue A creature hit by a living sap’s pseudopod Strike must succeed at a DC 18 Reflex save or become grabbed until the end of the living sap’s next turn.

Sidebar - Additional Lore Living Sap Treasures

The stockpile of weapons, armor, and magic items that accumulate around a living sap’s mother sharinga tree can be a tempting treasure trove for daring adventurers. Beyond this, the remains of a defeated living sap are treasure in themselves; a character who succeeds at a DC 14 Crafting check can create four tanglefoot bags from the remains of a single living sap; this takes 1 day of downtime.