Special Conversion Thread: Finishing off the oozes


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Of those, the dense pudding sounds tastiest.

As you like...

Pudding, Subterranean, Dense
Climate/Terrain: Subterranean
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Any
Intelligence: Average (8–10)
Treasure: Nil
Alignment: Neutral evil
No. Appearing: 1 (1–4)
Armor Class: 6
Movement: 6
Hit Dice: 10
THAC0: 11
No. of Attacks: 1
Damage/Attack: 2d10
Special Attacks: Surprise, disease
Special Defenses: See below
Magic Resistance: 20%
Size: L-H (8’ diam.)
Morale: Champion (15)
XP Value: 4,000

Subterranean puddings are viscous, slimy creatures that resemble massive lumps more than living things. A subterranean pudding is, in fact, a colony of hundreds of living organisms in a single pudding. They have no visible eyes, ears, or mouths; the colony creature’s sensory organs are located on its underside. Subterranean puddings range from gray to deep blue in color and are usually 8 feet in diameter; larger masses indicate multiple puddings, though no more than four puddings are found in any one mass. They always search for food, moving along floors, ceilings, and walls to find prey.

Sages believe all subterranean puddings are magically altered black puddings. Indeed, the two monsters share some standard characteristics. Subterranean puddings take no damage from edged weapons; blunt weapons cause one-quarter normal damage, regardless of any magical bonuses. Such puddings are immune to acid, cold, and poison attacks. Unlike other puddings, they do not divide when attacked. Rather, they divide into two half-sized sections, each with full hit points, when any of the following spells are cast at them: fireball, lightning bolt, flamestrike, flaming sphere, wall of fire, chain lightning, and incendiary cloud.

Dense Pudding
This variety of subterranean pudding has 10 Hit Dice and is always found at its maximum hit point total (80 hp). Slower than gray pudding, the dense variety has learned from its “relatives” to cling to the shadows and use surprise to its advantage by dropping on potential meals. Targets suffer a –2 to their surprise rolls. Dense pudding is easy to spot in the open because of its dark blue coloration and large size.

The secretions of a dense pudding are corrosive only to living flesh and cause 2d10 hit points of damage. In addition, the secretions are tainted. All those who are damaged by a dense pudding must make a successful saving throw vs. poison or succumb to a debilitating disease. Cure disease will negate these effects if cast within 48 hours of the infection.

This is the Monstrous Compendium Annual Volume Two (1995) version.
 



Oooh, and we get to choose the disease. :) Slimy doom seems appropriate. :p

We had a monster that always had max hp. Some sort of outsider that watched over cemeteries, IIRC. Yes! The grave watcher. We could do that, though I think their may have been even more of a reason in that case. Either way, these should have a good Con, I think.
 

Oooh, and we get to choose the disease. :) Slimy doom seems appropriate. :p

Slimy Doom does seem a good fit. Let's make it so!

We had a monster that always had max hp. Some sort of outsider that watched over cemeteries, IIRC. Yes! The grave watcher. We could do that, though I think their may have been even more of a reason in that case. Either way, these should have a good Con, I think.

Hmm, that Hearty condition looks pretty good.

How about giving them that and the same Con as a typical Ooze of their size and HD. Upon reflection, if we give them a super-high Con it'll also give their disease a super-high DC as well.

Shall I begin a Working Draft?
 


I'll agree to all that. Base abilities on the black pudding, maybe a few boosts added on?

Compared to an AD&D Black Pudding it has the same AC and HD, does slightly less damage (2d10 vs 3d8), is smart and evil (Int 8-10 NE vs Int 0 N) and is actually bigger! A 2E Black Pudding is Small-Large (3'-8'), while the Dense Pudding is Large-Huge (8').

I'm thinking we should use the SRD Black Pudding, but lower the acid damage to account for the lower damage. Oh, and its acid only harms organic material, like an Ochre Jelly's. The slimy doom should compensate for the loss of bilious potency.

How about giving it enough natural armor to increase the AC to 14? It is supposed to be "dense" after all.

I'll start a Working Draft.
 

Dense Pudding Working Draft

Dense Pudding
Huge Ooze
Hit Dice: 10d10+60 (160 hp)
Initiative: -1
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 3 (-2 size, -5 Dex), touch 3, flat-footed 3
Base Attack/Grapple: +7/+18
Attack: Slam +9 melee (2d6+4 plus 1d6 acid and disease)
Full Attack: Slam +9 melee (2d6+4 plus 1d6 acid and disease)
Space/Reach: 15 ft./10 ft.
Special Attacks: Acid, constrict 2d6+4 plus 1d6 acid and disease, disease, improved grab
Special Qualities: Blindsight 60 ft., DR 6/—, immunity to slashing and piercing damage, hearty, immunity to acid, cold, electricity and fire damage, ooze traits, spell resistance 14, split
Saves: Fort +9, Ref -2, Will +3
Abilities: Str 17, Dex 1, Con 22, Int 10, Wis 11, Cha 1
Skills: Climb +11, Hide -2*, Move Silently +10, Listen +8
Feats: Improved Initiative, Reckless Offense, Stealthy, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Level Adjustment:

A viscous pile of slime resembling a massive lump of dark blue oatmeal.

Dense puddings are a variety of subterranean pudding, a family of underground oozes related to the black pudding. All subterranean puddings are intelligent, unlike most oozes, but they only use their intelligence to pursue food and reproduction. They have no interest in more abstract goals.

A typical dense pudding measures 15 feet across and 2 feet thick. It weighs about 22,500 pounds.

COMBAT

Dense puddings prefer to hide in shadows in order to attack with surprise. They often climb across cavern walls and low ceilings to drop upon their prey. These oozes are as intelligent as many humanoids, so can learn tricks and tactics to gain advantages over their opponents.

Acid (Ex): A dense pudding secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.

Blindsight (Ex): A dense pudding's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Constrict (Ex): A dense pudding deals automatic slam, acid and disease damage with a successful grapple check.

Disease (Ex): Slimy Doom—acid, Fortitude DC 21, incubation period 1 day, damage 1d4 Con. When damaged, character must succeed on another saving throw or 1 point of damage is permanent drain instead. The save DC is Constitution-based.

Hearty (Ex): When fully healed, a dense pudding always has the maximum number (10 + Con modifier) of hit points per HD.

Improved Grab (Ex): To use this ability, a dense 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.

Split (Ex): Fire and electricity attacks deal no damage to a dense 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 hit points or less cannot be further split and dies if reduced to 0 it points.

Skills: A dense pudding has a +4 racial bonus on Move Silently checks. Dense puddings have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

*A dense pudding has a +12 circumstance bonus to Hide checks in natural underground terrain such as caves.
 
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