
![]() |

![]() |

Pg. 48 - Shadowmist
Shadowmist's stats say he's an advanced horse, which according to the first Bestiary means he's a heavy horse, gaining a bite attack and increasing the damage dice for his hooves. The partial stat block should probably indicate this in case it's not obvious to everyone.
Another thing worth bringing up is the horse's docile trait, which I see a lot of players and GMs misinterpret the rules for. To summarize:
* Hooves are normally secondary attacks.
* If a creature ONLY has a secondary attack, it's treated as a primary attack instead.
* Light horses with the docile trait ignore the second point above, meaning their hooves are still treated as secondary attacks UNTIL they become combat trained, at which point they lose the docile trait and their hooves then start following the normal rules, getting treated as primary attacks.
The bolded part above is important when you consider heavy horses with the docile trait (like Shadowmist). Heavy horses have a bite attack, which are normally a primary attack. As long as a creature has at least one primary natural attack, any other secondary natural attacks remain as such unless they have an ability that says otherwise. This means that no matter what, heavy horses like Shadowmist will have hooves that are ALWAYS secondary attacks, even if they become combat trained.
I see a lot of GMs and players think that a heavy combat-trained horse has a bite and two hooves, all primary, when only the bite should be primary. The docile ability doesn't grant a benefit, it bestows a penalty, which is an important distinction to make when you realize that removing it via combat-training just means the horse's attacks go back to following the rules.
So what does docile do then in the case of a heavy horse? It would make the bite attack secondary. Once it's combat-trained, the bite becomes a primary attack and the hooves remain secondary attacks.

![]() |

(This is a repost of an earlier post because I found an error in my stats, so I'm adding this post so I can change the link in the errata doc.)
Pg. 289 - Variant Ochre Jellies
This partial stat block really isn't doing justice to the full extent of the changes made to these 4 oozes. In addition to the few alterations they mention here to keep in mind when referencing the ochre jelly stats in the first Bestiary, page 287 of this book also mentions additional features that are removed and added. For easy reference, here are the full stats for these creatures with brand new names to better reflect what they are.
CR 6
XP 2,400
Variant advanced ochre jelly (Pathfinder RPG Bestiary 218, 294)
N Large ooze
Init –3; Senses blindsight 60 ft.; Perception –3
----- Defense -----
AC 8, touch 6, flat-footed 8 (-3 Dex, +2 natural, -1 size)
hp 75 (6d8+48)
Fort +10, Ref –1, Will –1
Defensive Abilities blood; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage; SR 24
----- Offense -----
Speed 0 ft.
Melee slam +7 (2d4+6 plus 1d4 acid plus blood and grab)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (2d4+6 plus 1d4 acid plus blood)
----- Statistics -----
Str 18, Dex 5, Con 26, Int —, Wis 5, Cha 5
Base Atk +4; CMB +9 (+13 grapple); CMD 16 (can't be tripped)
----- Ecology -----
Environment The Festering Maze of Sloth
Organization solitary with other three humoral ooze types
Treasure none
----- Special Abilities -----
Acid (Ex) A humoral ooze secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the humoral ooze's acid damage.
Blood (Su) A sanguine humoral ooze is composed of alchemical blood, which fills those who touch it with overwhelming joy and mirth. Any creature it hits with its slam attack or that it constricts must make a DC 15 Will save or be affected by hideous laughter for 1d4 rounds. Similarly, any creature that attempts to grapple a sanguine humoral ooze or attack it with an unarmed strike or natural weapon must also make this save. If a creature tries to drink the fluid that composes this creature, they receive a –6 to this save. This is a mind-affecting effect.
CR 6
XP 2,400
Variant advanced ochre jelly (Pathfinder RPG Bestiary 218, 294)
N Large ooze
Init –3; Senses blindsight 60 ft.; Perception –3
----- Defense -----
AC 8, touch 6, flat-footed 8 (-3 Dex, +2 natural, -1 size)
hp 75 (6d8+48)
Fort +10, Ref –1, Will –1
Defensive Abilities phlegm; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage; SR 24
----- Offense -----
Speed 0 ft.
Melee slam +7 (2d4+6 plus 1d4 acid plus phlegm and grab)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (2d4+6 plus 1d4 acid plus phlegm)
----- Statistics -----
Str 18, Dex 5, Con 26, Int —, Wis 5, Cha 5
Base Atk +4; CMB +9 (+13 grapple); CMD 16 (can't be tripped)
----- Ecology -----
Environment The Festering Maze of Sloth
Organization solitary with other three humoral ooze types
Treasure none
----- Special Abilities -----
Acid (Ex) A humoral ooze secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the humoral ooze's acid damage.
Phlegm (Su) A phlegmatic humoral ooze is composed of alchemical phlegm, which drives those who touch it momentarily insane. Any creature it hits with its slam attack or that it constricts must make a DC 15 Will save or be affected by the confused condition for 1d4 rounds. Similarly, any creature that attempts to grapple a phlegmatic humoral ooze or attack it with an unarmed strike or natural weapon must also make this save. If a creature tries to drink the fluid that composes this creature, they receive a –6 to this save. This is a mind-affecting effect.
CR 6
XP 2,400
Variant advanced ochre jelly (Pathfinder RPG Bestiary 218, 294)
N Large ooze
Init –3; Senses blindsight 60 ft.; Perception –3
----- Defense -----
AC 8, touch 6, flat-footed 8 (-3 Dex, +2 natural, -1 size)
hp 75 (6d8+48)
Fort +10, Ref –1, Will –1
Defensive Abilities choler; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage; SR 24
----- Offense -----
Speed 0 ft.
Melee slam +7 (2d4+6 plus 1d4 acid plus choler and grab)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (2d4+6 plus 1d4 acid plus choler)
----- Statistics -----
Str 18, Dex 5, Con 26, Int —, Wis 5, Cha 5
Base Atk +4; CMB +9 (+13 grapple); CMD 16 (can't be tripped)
----- Ecology -----
Environment The Festering Maze of Sloth
Organization solitary with other three humoral ooze types
Treasure none
----- Special Abilities -----
Acid (Ex) A humoral ooze secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the humoral ooze's acid damage.
Choler (Ex) A choleric humoral ooze is composed of alchemical yellow bile, which dissolves flesh at an alarming rate. Any creature it hits with its slam attack or that it constricts must make a DC 15 Reflex save or take 6d6 points of acid damage (half on a successful save). This damage is on top of the acid damage from the choleric ooze's acid ability, and follows the same criteria of damaging only flesh. Similarly, any creature that attempts to grapple a choleric humoral ooze or attack it with an unarmed strike or natural weapon must also make this save. If a creature tries to drink the fluid that composes this creature, they receive a –6 to this save.
CR 6
XP 2,400
Variant advanced ochre jelly (Pathfinder RPG Bestiary 218, 294)
N Large ooze
Init –3; Senses blindsight 60 ft.; Perception –3
----- Defense -----
AC 8, touch 6, flat-footed 8 (-3 Dex, +2 natural, -1 size)
hp 75 (6d8+48)
Fort +10, Ref –1, Will –1
Defensive Abilities melancholy; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage; SR 24
----- Offense -----
Speed 0 ft.
Melee slam +7 (2d4+6 plus 1d4 acid plus melancholy and grab)
Space 10 ft.; Reach 15 ft.
Special Attacks constrict (2d4+6 plus 1d4 acid plus melancholy)
----- Statistics -----
Str 18, Dex 5, Con 26, Int —, Wis 5, Cha 5
Base Atk +4; CMB +9 (+13 grapple); CMD 16 (can't be tripped)
----- Ecology -----
Environment The Festering Maze of Sloth
Organization solitary with other three humoral ooze types
Treasure none
----- Special Abilities -----
Acid (Ex) A humoral ooze secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the humoral ooze's acid damage.
Melancholy (Su) A melancholic humoral ooze is composed of alchemical black bile, which overwhelms those who touch it with paralyzing remorse. Any creature it hits with its slam attack or that it constricts must make a DC 15 Will save or be paralyzed for 1d4 rounds. Similarly, any creature that attempts to grapple a melancholic humoral ooze or attack it with an unarmed strike or natural weapon must also make this save. If a creature tries to drink the fluid that composes this creature, they receive a –6 to this save. This is a mind-affecting effect.