N Huge ooze
Init –5; Senses blindsight 60 ft.; Perception –5
AC 3, touch 3, flat-footed 3 (–2 size, –5 Dex)
hp 105 (10d8+60)
Fort +9, Ref –2, Will –2
Defensive Abilities split, ooze traits
Speed 20 ft., climb 20 ft.
Melee slam +8 (2d6+4 plus 2d6 acid plus grab)
Space 15 ft.; Reach 10 ft.
Special Attacks constrict (2d6+4 plus 2d6 acid), corrosion
Str 16, Dex 1, Con 22, Int —, Wis 1, Cha 1
Base Atk +7; CMB +12 (+16 grapple); CMD 17 (27 vs. bull rush, can't be tripped)
Skills Climb +11
SQ ooze traits, suction
A black pudding secretes a digestive acid that dissolves organic
material and metal quickly, but does not affect stone. Each time a
creature suffers damage from a black pudding's acid, its clothing and
armor take the same amount of damage from the acid. A DC 21 Reflex save
prevents damage to clothing and armor. A metal or wooden weapon that
strikes a black pudding takes 2d6 acid damage unless the weapon's
wielder succeeds on a DC 21 Reflex save. If a black pudding remains in
contact with a wooden or metal object for 1 full round, it inflicts 21
points of acid damage (no save) to the object. The save DCs are
An opponent that is being constricted by a black pudding suffers a –4
penalty on Reflex saves made to resist acid damage applying to clothing
and piercing weapons deal no damage to a 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 hit
points or less cannot be further split and dies if reduced to 0 hit
pudding can create powerful suction against any surface as it climbs,
allowing it to cling to inverted surfaces with ease. A black pudding
can establish or release suction as a swift action, and as long as it
is using suction, it moves at half speed. Because of the suction, a
black pudding's CMD score gets a +10 circumstance bonus to resist bull
rush, awesome blows, and other attacks and effects that attempt to
physically move it from its location.
Fire Pudding (CR 7): These black pudding variants are rare tears of Nuruu’gal that failed to find hosts. Over time, the small oozes grow to huge proportions after feeding voraciously on wild game and lost outcasts. Such specimens are no longer capable of possessing humanoids and lose most special abilities; use the statistics of a black pudding, remove its acid and corrosion abilities, and add the fire subtype and the burn ability (2d6, DC 20).
Gibbering Hosts (CR 5): Not all hosts of a tear of Nuruu’gal undergo metamorphosis into shining children. In those rare cases in which the symbiotic relationship sours, a somewhat more horrific transformation takes place. The host begins to lose solidity, form, and sanity as the two creatures fuse into a single horrible monstrosity bereft of humanity. These pathetic creatures wander the island wailing in a bizarre cacophony in the ancient Azlanti tongue. Such monsters use the statistics for gibbering mouthers, although they lack the ground manipulation special ability and instead have the fire subtype and burn ability (1d6, DC 19).
Nuruu’gal (CR 21): The corrupted earthly aspect of Nurgal housed within the Sun Temple is a warped monstrosity, an insane proto-god that has no place in the mortal realm. Should adventurers seek the creature’s destruction, use the variant abilities for a shoggoth that follow for the mad godling. Rather than an enormous bulk of black slime and gaping maws, the aspect of Nuruu’gal is a glowing, burning mass of raw solar protoplasm, losing the aquatic subtype but gaining the fire subtype. The amoeba-like form of Nuruu’gal gains the giant creature simple template, swelling from Huge to Gargantuan, and is able to communicate telepathically at a range of 100 feet. The creature’s maddening cacophony ability buzzes with repetitious prayers in Azlanti. The shoggoth’s engulf ability deals fire damage rather than acid, and the proto-god gains the abilities listed below. Should the PCs deny the godling its normal diet of the nurturing rays of the celestial lens for days or weeks, the GM may elect to remove the giant template to display this malnourishment and reward PCs for their foresight before Nuruu’gal oozes forth from the Sun Temple to destroy its tormentors.
Shroud of Flame (Su)
Nuruu’gal burns with the energy of a dying star, giving it the burn ability (2d10, DC 33). All creatures within 20 feet of it must make a DC 33 Reflex save at the start of their turns to avoid taking 2d10 points of fire damage. Creatures attacking Nuruu’gal with natural or nonreach melee weapons take 2d10 points of fire damage with each successful hit. The save DC is Constitution-based.
Weep Spawn (Su)
Nuruu’gal’s amorphous form is able to undergo a sort of mitosis, shedding small bits of its protoplasmic body to create up to 1d4 tears of Nuruu’gal each day, which creep forth to absorb new supplicants into the mad creature’s flock.
Variants from Pathfinder Campaign Setting: Lost Cities of Golarion. © 2011, Paizo Publishing, LLC. Authors: Tim Hitchcock, Brandon Hodge, Michael Kortes, Jason Nelson, and Russ Taylor.