Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Motion Sense
An amoeba swarm can sense nearby creatures through vibration and air or water movement.
Ability
Swarming Slither
The amoeba swarm slithers over each creature in its space, dealing 1d6 acid damage (DC 14 basic Reflex save). A creature that critically fails is sickened 1.
Ability
Weak Acid
An amoeba's acid damages only organic material—not metal, stone, or other inorganic substances.
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Trait
Ooze
Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.
Trait
Swarm
A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.
Immunity
acid
critical hits
mental
precision
unconscious
visual
Perception
motion sense 60 feet
no vision
Resistance
piercing 4
slashing 4
Weakness
area 3
fire 3
splash damage 3