Well since you're using pathfinding it would be a little challenging to implement.
I would suggest using BULLET function for the 'slipping' part. (In fact, I suggest to use bullet motion for your movement as well. It would depend of course on what type of game you're making)
I'm going to assume with sprite's angle is set to his angle of motion.
On SPRITE collides with Tilemap | Stop SPRITE.Pathfinding
add [Your Choice Slip speed] to SPRITE.Bullet.Speed
every tick | SPRITE.Bullet.Speed to SPRITE.Bullet.Speed/1.1
^This is to slow down the sprite over time. experiment using 1.02 to 1.5 or something. See what works for you.