Fuming Sludge

Level 7
Creature· mindlessUncommonMediumLegacy
AC 16
HP 160
Speed 20 ft.
Fort +18
Ref +8
Will +11
Perc +11
Size Medium
Uncommon
Immunities critical hits, fire, piercing, precision, slashing, unconscious, visual
Weaknesses cold 5
Speeds 20 ft., climb 20 ft.
Skills athletics +19
Recall Knowledge occultism DC 25

Attacks

Melee Pseudopod +17/+12/+7(unarmed)
Damage: 2d10+6 bludgeoning + 1d8 persistent fire
Effect: grab
Ranged Ejected Glob +17/+12/+7 (range 20 ft.)(brutal)
Damage: 3d6+6 bludgeoning + 1d8 persistent fire
Effect: cooling glob

Abilities

Chemical Sense 60 feetinteraction

A fuming sludge detects nearby living and undead creatures by their complex chemical compositions, but it can't detect elementals or other creatures composed of a single element.

Smoldering Hazeinteraction(aura, fire)

15 feet. The fuming sludge constantly emits incendiary smoke that creates Concealment around it. The smoke doesn't impair the fuming sludge's chemical sense. A creature that enters the aura or begins its turn in the aura becomes Sickened 1 (DC 25 fortitude negates) and cannot recover from Persistent Fire Damage for 1 round. It is then temporarily immune to the sickening effect of the smoldering haze for 1 minute. A creature that is currently holding its breath, that doesn't need to breathe, or that's immune to poison is immune to the aura's sickened effect but not the concealment or inability to recover from persistent fire damage.

Attack of Opportunitydefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Constrictoffensive

1d8+6 bludgeoning plus 1d8 persistent fire, DC 24 fortitude 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.

Cooling Globoffensive

A fuming sludge's ejected globs cling to targets. A creature hit by an ejected glob Strike is Encumbered for 1 round. If the attack was a critical hit, the creature is instead Restrained for 1 round (Escape).

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Description

The slurry from alchemical experiments is often as flammable as it is toxic. In especially volatile cases, a fuming sludge can form from ignited pools of unstable alchemical runoff. It resembles a charcoal-colored slurry studded with tiny embers, and it continually emits a thin haze of accelerant that amplifies the fires it starts.

A fuming sludge must consume the base chemicals of living creatures to survive and can instinctively identify the complex molecules found in most animate creatures. The first meal of many a fuming sludge is its accidental creator, but it soon moves on to hunt in lush forests or densely populated settlements. A fuming sludge can extrude a powerful pseudopod to strike its victims, but it can also eject portions of its body with peristaltic contractions. These rapidly-cooling globs of goo slow down fleeing prey, but the cold, crusty residue can also alert canny explorers to their presence.