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Bestiary

Black Pudding: Not Just a Sausage

Posted by Table Titans on February 24, 2013

They're mindless oozes slugging along in underground caverns, absorbing and consuming whatever they bump into. They ignore almost all damage from weapons but take a good walloping from magics. They've been in every iteration of Dungeons and Dragons since first edition, and there's one thing every adventurer has learned over the years: don't hit it with a sword or you'll soon be fighting two of them.

We've found a fantastic Black Pudding variation by Wizards author Andy Collins for use in your home games. Ladies and gents enjoy your next battle with the Shadow Black Pudding!

Shadow Black Pudding

Shadow black puddings are denizens of the Plane of Shadow, but many have found their way onto the Material Plane over the eons. These creatures lurk in dim caverns, invisible to their prey.

Any creature that comes within range of a shadow black pudding's blindsight is subject to a charge attack. Though the victim is unlikely to see its attacker, the blob of glup is almost certainly audible when it slides across the floor.

Like its Material Plane cousins, the shadow black pudding attacks by grabbing and squeezing its prey. Such an attack inspires horror in anyone witnessing it, since it appears that the victim is being devoured by the shadows themselves.

Shadow Black Pudding: CR 8; Huge ooze; HD 10d10+60; hp 115; Init -5; Spd 30 ft., climb 20 ft.; AC 3, touch 3, flat-footed 3; Base Atk +7; Grp +18; Atk +8 melee (2d6+4 plus 2d6 acid, slam); Space/Reach 15 ft./10 ft.; SA acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ blindsight 60 ft., fast healing 2, luck bonus on saves (+2), ooze traits, resistance (cold 15), shadow blend, split; AL NE; SV Fort +11, Ref +0, Will +0; Str 17, Dex 1, Con 22, Int --, Wis 1, Cha 1.

Skills and Feats: Climb +11, Hide -13, Move Silently +1.

Acid (Ex): The shadow black pudding secretes a digestive acid that dissolves organic material and metal quickly but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent's armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 21 Reflex save. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based. The pudding's acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A shadow black pudding deals 2d6+4 points of damage plus 2d6 points of acid damage with a successful grapple check. The opponent's clothing and armor each take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a shadow black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Fast Healing (Ex): The shadow black pudding regains hit points at the rate of 2 per round.

Ooze Traits: A shadow black pudding is blind (blindsight 60 ft.) and immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. It is immune to poison, sleep effects, paralysis, stunning, and polymorphing. It is not subject to critical hits or flanking.

Shadow Blend (Su): In any conditions other than full daylight, a shadow black pudding can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Split (Ex): Slashing and piercing weapons deal no damage to a shadow black pudding. Instead, the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 or fewer hit points cannot be further split and dies if reduced to 0 hit points.

Skills: A shadow black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

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