Creeping Clot

Creature 5
uncommonAmphibiousMindlessOoze
Perception +7 (amphibious motion sense (precise) 60 feet,)
Skills Athletics +13
CHA -5
CON +5
DEX -5
INT -5
STR +6
WIS +0

AC 12; Fort +15, Ref +4, Will +7
HP 150
Speed 20 feet, Climb 15 feet, Swim 30 feet

The unsettling creeping clot appears like a disgusting mound of half- coagulated blood that seeps a constant red effluvium, which in turn is slurped up by the clot's slithering feelers before the stain can spread more than a few inches from its central mass. When it senses danger, a creeping clot can form a protective shell of hardened ooze that makes it look like an enormous scab.

It's a common misconception that a creeping clot feeds on blood. In fact, this crusty ooze absorbs minerals from flesh and blood alike by burrowing its tendrils into a creature, a process that creates painful—and sometimes fatal—blood clotting within the victim's body.

Farming Clots

A creeping clot's toxin can be harvested as a useful (if risky) medicinal. A successful @Check[medicine|dc:22] or @Check[survival|dc:22] check and 10 minutes of work on a creeping clot that's been dead for no more than 1 hour produces 1 dose of creeping clot serum (2 doses on a critical success). A critical failure exposes the harvesting creature to the clot's jelly blood. A dose of creeping slot serum spoils after 24 hours. If a dose of creeping clot serum is used while @UUID[Compendium.pf2e.actionspf2e.Item.Administer First Aid]{Administering First Aid} to stop bleeding, the Medicine check gains a +3 item bonus, but on a critical failure, the victim is exposed to jelly blood.