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Scottlang
2020-04-19, 02:47 PM
I had a PC who was engulfed by an Oooze, Specialced Ooze:

Benaioh, Benaioh (Ooze Form)
Benaioh (Ooze Form) CR 7
Source Pathfinder #93: Forge of the Giant God pg. 84
XP 3,200
N Large ooze
Init –2; Senses blindsense 30 ft., tremorsense 90 ft.; Perception –4
Defense
AC 7, touch 7, flat-footed 7 (–2 Dex, –1 size)
hp 84 (8d8+48)
Fort +8, Ref +0, Will –2
Immune disease, ooze traits
Offense
Speed 20 ft., climb 10 ft., swim 10 ft.
Melee slam +13 (1d12+12 plus 1d6 acid and disease)
Space 10 ft., Reach 10 ft.
Special Attacks disease, engulf (DC 22, 6d6 acid plus disease)
Statistics
Str 26, Dex 6, Con 23, Int —, Wis 3, Cha 1
Base Atk +6; CMB +15; CMD 23 (can’t be tripped)
Skills Climb +16, Swim +16
Ecology
Environment any mountains or underground
Organization solitary, pair, or guard (3–12)
Treasure none
Special Abilities
Disease (Ex) While a benaioh is immune to disease, it carries a contagion with which it both infects other creatures and propagates itself. Any creature struck by the benaioh’s slam attack or engulf ability is exposed to this disease.

Wormrot: Contact; save Fort DC 20; onset 1 minute; frequency 1/day; effect sickened plus 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based. A creature that dies of wormrot transforms into a benaioh over the course of the next 24 hours.


Now the player was engulfed, now if they roll a CMB vs it's CMD, to lose the pinned condition, I think they would be still inside the Oozee, is this correct??

Thanks
Scott

Psyren
2020-04-20, 12:19 AM
You mentioned CMB/CMD so I assume Pathfinder. Bolding the important parts for your question:


Engulf (Ex)

The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based.


Pinned

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

Anything that gets you out of a pin will get you out of an engulf (the two most common ways are listed above). Depending on the specific method you use however, yes, you might physically still be inside the creature's space after breaking the pin - but typically you should be able to just move away once you've broken the pin as you'll no longer have the pinned condition that was stopping your movement.

the_tick_rules
2020-04-20, 12:36 AM
also if you have anything that teleports, goes ethereal etc. works.