Giant Amoeba, The Shapeless Devourer
“Beware the lurking Giant Amoeba — a shapeless, acid-spewing horror that dissolves flesh and steel alike, engulfing victims in a suffocating, slimy nightmare!”

A massive, translucent mass of pulsing, gelatinous protoplasm, the Giant Amoeba shifts and ripples constantly, its form devoid of any defined features. Within its undulating body, faint glimmers of swallowed prey and dissolved materials swirl endlessly. Its surface glistens with a slimy sheen, reflecting dim light like wet glass, while tendrils of slime trail behind it, leaving a corrosive residue.
Behavior:
The Giant Amoeba is a slow-moving but relentless predator. It lacks intelligence, driven by pure instinct to engulf and digest anything organic or metal it encounters. It is largely blind, relying on vibration and chemical cues to detect movement. When threatened or hungry, it becomes aggressive, stretching its amorphous form to envelop prey and dissolve it with potent acidic secretions.
Habitat:
Found primarily in murky swamps, fetid bogs, and deep underground caverns filled with stagnant water, the Giant Amoeba thrives in places where light barely penetrates and decay is abundant. It favors environments rich in organic debris, where it can easily ambush unsuspecting creatures.
Modus Operandi:
The Giant Amoeba lies in wait, nearly invisible amidst the muck, until it senses vibrations nearby. It then slowly oozes toward its target, engulfing it in a suffocating embrace of slime. Once trapped inside, victims are broken down by acidic enzymes, their flesh liquefied and absorbed. The amoeba can split into smaller blobs if damaged severely, allowing it to survive and regenerate.
Motivation:
Driven solely by hunger and survival, the Giant Amoeba has no goals beyond consuming nutrients to sustain and grow. Its existence is one of primal consumption—an unstoppable force of nature, indifferent to all else but the next meal.
Giant Amoeba 5e
Giant Amoeba 5e
Giant Amoeba, Pathfinder
Giant Amoeba

Huge ooze, unaligned
Armor Class 8
Hit Points 136 (16d12 + 48)
Speed 20 ft., climb 10 ft., swim 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 6 (-2) | 17 (+3) | 2 (-4) | 10 (+0) | 1 (-5) |
Saving Throws Con +6, Str +7
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Acid, Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone, Restrained, Stunned
Senses Blindsight 60 ft. (blind beyond this radius), Tremorsense 30 ft., Passive Perception 10
Languages —
Challenge 7 (2,900 XP)
Amorphous. The giant amoeba can move through a space as narrow as 1 inch wide without squeezing.
Ooze Nature. The giant amoeba doesn’t require sleep and is immune to effects that rely on sight, hearing, or speech.
Engulf Reflex. When a creature enters the giant amoeba’s reach or starts its turn there, the amoeba can use its reaction to attempt to engulf it.
Actions
Pseudopod Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 18 (3d8 + 4) bludgeoning damage plus 10 (3d6) acid damage.
Engulf. The giant amoeba moves up to its speed and can enter a Large or smaller creature’s space. When it does so, the creature must succeed on a DC 15 Dexterity saving throw or be engulfed.
- An engulfed creature is blinded, restrained, and unable to breathe, taking 21 (6d6) acid damage at the start of each of the amoeba’s turns.
- The creature can escape by using its action to make a DC 15 Strength (Athletics) check. On success, it escapes to an adjacent space.
- If the amoeba takes 30 damage or more from a creature inside it in a single turn, it must succeed on a DC 15 Constitution saving throw or release the creature.
Corrosive Slime (Recharge 5–6). The giant amoeba exudes a 15-foot-radius acidic slime. Creatures that start their turn or enter the area must make a DC 15 Dexterity saving throw or take 18 (4d8) acid damage. The area counts as difficult terrain for all creatures except the amoeba. The slime lasts until the start of the amoeba’s next turn.
Legendary Actions
The giant amoeba can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The amoeba regains spent legendary actions at the start of its turn.
- Pseudopod Attack. The amoeba makes one pseudopod slam attack.
- Split (Costs 2 Actions). The amoeba divides into two smaller amoebas, each with half its current hit points (minimum 20). These act immediately after the original in initiative order.
Amoeba Giant

Small ooze, unaligned
Armor Class 8
Hit Points 39 (6d6+18)
Speed 10 ft., climb 10 ft., swim 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 6 (-2) | 16 (+3) | 1 (-5) | 7 (-2) | 2 (-4) |
Skills Stealth +2
Damage Immunities acid
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages –
Challenge 1/2 (200 XP)
SPECIAL TRAITS
- Amorphous. The giant amoeba can move through a space as narrow as 1 inch wide without squeezing.
- Amphibious. The giant amoeba can breathe both air and water.
ACTIONS
- Pseudopod. Melee Weapon Attack: 5 ft., +3 to hit, 1d6+1 (4) bludgeoning damage and 2d6 (7) acid damage, and the target is grappled if it is Medium or smaller (escape DC 11). Until this grapple ends, the target is restrained and the giant amoeba can’t make pseudopod attacks on another creature.
ABOUT
A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. Although happy to prey on creatures smaller than it, the giant amoeba’s constant hunger often drives it to attack larger prey, such as humanoids.
Amoeba Swarms. An amoeba swarm is a mobile group of amoebas, each about the size of a coin. Giant amoebas may cleave off tiny portions of their substance, which can then become amoeba swarms. At other times, a giant amoeba can spontaneously transform into a swarm, usually if the giant amoeba is starving or in an area with a high concentration of magic. Likewise, a well-fed amoeba swarm may fuse into a single giant amoeba.
When an amoeba swarm is found in the vicinity of a giant amoeba, the two oozes ignore each other. A giant amoeba in the space of an amoeba swarm takes no damage from the swarm’s attacks and does not run the risk of becoming distracted as a result of being in the swarm.
Section 15: Copyright Notice
Aegis of Empires Adventure Path © 2021, Legendary Games; Authors: Greg A. Vaughan, Matt Goodall, Steve Helt, Tom Knauss, Anthony Pryor, Alistair J. Rigg, and Jeffrey Swank; based on original material by Greg A. Vaughan.
Giant Amoeba

This blob of protoplasm is somewhat transparent, allowing the bones of undigested meals and a dark nucleus to be seen within.
This content is from the Paizo Core Rules.
Source: Pathfinder d20pfsrd.com
A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. A weaker cousin of creatures such as the gray ooze and black pudding, a giant amoeba is actually a mutated version of a harmless creature too small to be seen by the naked eye, grown dangerously large in size. Although happy to prey on creatures smaller than it, the giant amoeba’s constant hunger often drives it to attack larger prey, such as humanoids.
Giant Amoeba CR 1 |
XP 400 N Small ooze (aquatic) Init -5; Senses Blindsight 30 ft.; Perception -5 |
DEFENSE |
AC 6, touch 6, flat-footed 6 (-5 Dexterity, +1 size) hp 15 (2d8+6) Fort +3, Ref -5, Will -5 Defensive Abilities ooze traits |
OFFENSE |
Speed 10 ft., Climb 10 ft., Swim 20 ft. Melee slam +3 (1d3+1 plus 1d3 acid and grab) Special Attacks constrict (1d3+1 plus 1d3 acid) |
STATISTICS |
Strength 12, Dexterity 1, Constitution 16, Intelligence -, Wisdom 1, Charisma 1 Base Atk +1; CMB +1 (+5 grapple); CMD 6 (can’t be tripped) Skills Climb +9, Swim +9; Racial Modifiers +8 Climb, +8 Swim SQ amphibious |
ECOLOGY |
Environment any land or underground Organization solitary or colony (2-9) Treasure none |
Section 15: Copyright Notice – Bestiary 2
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.