Fuming Sludge
Level 7Attacks
Abilities
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.
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
(1d8+6)[bludgeoning,1d8 persistent fire], DC 24 fortitude
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 ().
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.