pf2e.fyi
From Pathfinder Society Scenario #1-22: Doom of Cassomir, which isn't enabled.

Creeping Slime

HAZARD 1
Stealth +7 (trained)
Description The thick green slime has been imbued with foul hag magic, making it cling to and grow over living creatures that touch it.

Disable DC 17 Thievery (trained) to carefully push the slime away without causing it to grow, DC 17 Crafting (one action) to neutralize it with alchemical reagents, or Dispel Magic (2nd rank; counteract DC 15 [DC 18 in Subtier 3-4]) to counteract the magic animating it. Casting a 1st-rank or higher spell with the water trait washes away the slime.


Coat with Slime (occult)
Trigger A creature steps into the slime covering the steps and upper landing.

Effect The slime rapidly climbs across the creature's body, grows cold, and congeals. Creatures assaulted by the slime take 1d8+5 cold damage (DC 17 basic Fortitude save); creatures that fail their save are also coated in slime, imposing a -5 foot circumstance penalty to their Speeds. The slime can't be easily cleaned away, and it requires ten minutes of bathing with clean water and soap to remove the slime.
Pathfinder Society Scenario #1-22: Doom of CassomirOGL