Life Bubble vs Engulf & Smother


Rules Questions


Hi there: So I've created a monster subtype of ooze specific to an upcoming scenario in my campaign. These "quicksand monsters" live in rivers of supernatural quicksand that give them life, and they live to pull any pray they can reach into the sandy depths where a victim's life force is soon turned into another quicksand monster. With a 16th level party about to face this threat (and knowing how my players have reacted before), they will almost certainly cast Life Bubble on themselves the moment they decide to go near quicksand (supernatural or otherwise). I'm all for the players using their resources in such a way, but at the same time, I don't want the threat of the upcoming encounter(s) to be laughable. I'd prefer the party recognize there is at least some danger here.

I've given the quicksand monsters an Engulf and a Smother ability (along with Split, "Sand Merge" (like a reverse split to enlarge), and "Sand Spawn" (wherein someone drowned, smothered, or suffocated by one to under zero hp makes a save or turns into a quicksand monster in 1d4 rounds).) My question is: Does the Life Bubble spell create an immunity to the suffocating effects of Engulf or Smother?

Another thread here briefly discussed Life Bubble, and some replies suggested that if a target was physically forced not to breath (e.g. via chokehold) that they would suffocate no matter how much air the spell made available. But not only was that not clearly concluded as rule, I'm also not certain Engulf or Smother would clearly create such an exception. Would they?

(Sorry so wordy; first time posting a new thread)


First, Life Bubble only does what it says on the tin. It enables breathing in harmful environments and protects against harmful gasses.

Second, Life Bubble isn't Freedom of Movement. If you're swallowed whole or engulfed, you don't get to ignore this condition.

Honestly, I'd say it allows you to breathe if you're engulfed and protects against smother. It's a fairly narrow range spell, so it seems fine to let it do its job against abilities specifically focused on suffocation.

If you're worried about it negating the creature's abilities, just give the creature something else nasty that activates on its Engulf. Acid damage, constrict damage, ability damage, or the like. Since it's a home brew monster, you're free to adjust its abilities as you see fit.


The only way to stop someone with life bubble from breathing would be to choke them somehow. Its a 4th level spell, its supposed to be pretty powerful given how specific it is.


Thank you for the replies! So, based on these thoughts, I am thinking what I should do is a) change the "Sand Spawn" ability to trigger whenever a quicksand monster drops a target below zero hp (from *any* damage - not just drowning or suffocating) but specify it only happens when the target is submerged in the quicksand, and then b) give the quicksand monster's Engulf ability some sort of damage per round - even if small, it would make it so the monster's abilities aren't completely moot in my scenario.

...Of course, then my players will surprise me and invent some other tactic that I never thought of to overcome the threat! Haha! Well, that's part of the fun. :)


Depending on the monster, some creatures have a damaging rider on the Engulf. The Brethedan has a damaging effect (and paralysus) on its engulf ability. Thought I had a better example, but a Fossegrim triggers save or die rolls. As your lungs are flooded, Air Bubble doesn't interact with it.
If you don't want save or die effects, you could have it deal a ton of nonlethal damage as sand is rushing into your lungs. By itself it isn't that bad, but it certainly puts a timer on the encounter. I can't find it anymore, but I've seen monsters that deal nonlethal damage as they're taking your breath away. That nonlethal damage can't be healed until you take your time coughing it back up again. It's not actual damage that can't be healed, but it can be removed in a minute of so.


Probably the most iconic Engulf ability creature is the Gelatinous Cube. Note that it has both acid damage and a paralysis ability rider on its Engulf, and that's just at CR 3. Don't be afraid to make the idea of getting swallowed by your ooze frightening.


Quentin Coldwater wrote:

...

If you don't want save or die effects, you could have it deal a ton of nonlethal damage as sand is rushing into your lungs. By itself it isn't that bad, but it certainly puts a timer on the encounter. I can't find it anymore, but I've seen monsters that deal nonlethal damage as they're taking your breath away. That nonlethal damage can't be healed until you take your time coughing it back up again. It's not actual damage that can't be healed, but it can be removed in a minute of so.

Oooh, I like the non-lethal idea. I will definitely consider that for a damage rider on the Engulf.


JDLPF wrote:
Probably the most iconic Engulf ability creature is the Gelatinous Cube. Note that it has both acid damage and a paralysis ability rider on its Engulf, and that's just at CR 3. Don't be afraid to make the idea of getting swallowed by your ooze frightening.

:) Absolutely! And I could see how a monster made of living quicksand might inflict both acid (earth) and cold (water) damage. Food for me to think on.

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