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Fen PuddingCreature 12


RareNHugeMindlessOozeAmphibious
Source Pathfinder Kingmaker
Perception +15 (motion sense 60 feet, no vision)
Languages none
Skills Athletics +26, Stealth +23
Str +7, Dex -5, Con +7, Int -5, Wis +0, Cha -5

AC 20; Fort +26; Reflex +11; Will +16;
HP 300
Speed 20 feet (swim 20 feet)
Immunities acid, critical hits, mental, piercing, precision, slashing, unconscious, visual

Pseudopod One Action +26 (+21, +16) to hit (reach 10) 2d8 Acid + 2d8+12 Bludgeoning

Motion Sense 60 feet

A fen pudding can sense nearby motion through vibration and air movement.

Corrosive Mass

A creature that hits the pudding with a metal or wooden weapon must succeed at a DC 29 reflex save or the weapon takes 2d6 acid damage (after dealing damage to the fen pudding as normal). Thrown weapons and ammunition take this damage automatically with no save.

Split

When the fen pudding is hit by an attack that would deal slashing or piercing damage and has 10 or more HP, it splits into two identical puddings, each with half the original's HP.

One pudding is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push).

Constrict One Action

1d8+12 bludgeoning damage plus 1d6 acid damage, DC 32 basic fortitude save


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Corrosive Touch

When the pudding hits a creature with its pseudopod, any acid damage is dealt to the creature's armor or clothing as well as the creature.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Most often found below ground, these oozes scour caves for objects to dissolve with their corrosive secretions. This caustic acid is particularly dangerous to creatures that attack a pudding, as it can quickly damage and destroy gear.


Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.