Pudding, White (CR 7/MR 3)

A glistening white sheet of snow and ice moves across the area.

Mythic White Pudding (CR 7/MR 3)
XP 3,200
Pathfinder Roleplaying Game Bestiary (black pudding variant), Tome of Horrors Complete (white pudding)
N Huge ooze (mythic)
Init –5; Senses blindsight 60 ft.; Perception –5

Defense

AC 6, touch 3, flat-footed 6 (–5 Dex, +3 natural, –2 size)
hp 129 (10d8+84)
Fort +9, Ref –2, Will –2
Defensive Abilities split (piercing and slashing, 10 hp); DR 5/epic; Immune ooze traits; Resist cold 5

Offense

Speed 20 ft., burrow 20 ft. (snow and ice only), climb 20 ft.
Melee slam +9 (2d6+6 plus 1d6 acid and 1d6 cold plus grab) or 2 slams +9/+9 (2d6+4 plus 1d6 acid and 1d6 cold plus grab)
Space 15 ft.; Reach 10 ft. (5 ft. with 2 slams; see amorphous attacks)
Special Attacks amorphous attacksMA, avalancheMA, caustic chill, constrict (2d6+6 plus 1d6 acid and 1d6 cold), corrosion, engulfMA (DC 19, 2d6+9 plus 1d6 acid and 1d6 cold), mythic power (5/day, surge +1d6+1)

Statistics

Str 18, Dex 1, Con 22, Int —, Wis 1, Cha 1
Base Atk +7; CMB +13 (+17 grapple); CMD 18 (28 vs. bull rush, drag, and reposition; can’t be tripped)
Feats Extra Mythic PowerMF, Potent SurgeMF
SQ camouflage, flocculent fountainMA, suction

Ecology

Environment any cold
Organization solitary
Treasure none

Special Abilities

Acid (Ex) A white 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 white 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 white pudding takes 2d6 acid damage unless the weapon’s wielder succeeds on a DC 21 Reflex save. If a white 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 Constitution-based.

Amorphous Attacks (Ex) A mythic white pudding can deform and extrude its amorphous substance in a variety of ways when attacking. By decreasing its reach to 5 feet it can make two slam attacks per round rather than one. Finally, a mythic white pudding is not considered grappled when it is grappling an opponent (including creatures pinned by its engulf ability).

Avalanche (Ex) A mythic white pudding gains a burrow speed of 20 ft. through snow and ice only. In addition, a mythic white pudding disrupts the structure of the snow and ice around it when it uses its engulf attack. Creatures in its path that succeed on their Reflex save to avoid being engulfed must succeed at a second saving throw against the same DC to avoid being buried in deep snow. Buried creatures are pinned and take 1d6 points of nonlethal crushing damage and 1d6 points of nonlethal cold damage per minute, and must make a DC 15 Constitution check at the end of each minute or this damage becomes lethal from that point forward. A buried creature can dig itself out with a DC 20 Strength check or can be dug out by an ally with 3d6 rounds minute of work (halved with a tool such as a pick or shovel).

If the pudding attacks a pinned creature, it disrupts the snow around the target making it easier to dig out (DC 15 Strength check); the buried creature is treated as entangled rather than pinned after the attack is resolved. When a mythic white pudding uses this ability, any squares through which it moves are treated as deep snow (requiring 4 squares of movement) for 24 hours.

Camouflage (Ex) Since a white pudding looks like normal ice and snow when at rest, a DC 20 Perception check is required to notice it before it attacks. Creatures with ranks in Survival or Knowledge (nature) can use one of those skills instead of Perception to notice the white pudding. Dwarves can use stonecunning to notice a subterranean-dwelling white pudding. A creature that fails to notice a mythic white pudding’s and moves into its space is automatically engulfed.

Caustic Chill (Ex) A white pudding secretes a chilling enzyme that simultaneously freezes and dissolves organic material and metal quickly, but does not affect stone. Each time a creature takes damage from a white pudding’s acid, its clothing and armor take the same amount of damage from this enzyme. A DC 20 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a white pudding takes 1d6 points of acid damage and 1d6 points of cold damage unless the weapon’s wielder succeeds on a DC 20 Reflex save. If a white pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 10 points of acid damage and 10 points of cold damage (no save) to the object. In all cases, the acid and cold damage from this ability should be combined before applying hardness. The save DCs are Constitution-based. This ability modifies and replaces a normal white pudding’s acid ability.

Corrosion (Ex) An opponent that is being constricted by a white pudding takes a -4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.

Flocculent Fountain (Ex) When a mythic white pudding splits, a portion of its oozy substance bursts upwards in fountain of icy white foam that floats gently downward. All creatures adjacent to the pudding when it splits take 1d6 points of acid damage and 1d6 points of cold damage, and a 20-foot radius area centered on the pudding is shrouded in obscuring mist until the end of the pudding’s next turn. In addition, when the ooze splits each new smaller ooze can take a move action as an immediate action. This movement provokes attacks of opportunity if adjacent creatures can see the pudding, but creatures must make new DC 20 Perception checks against the camouflage ability of both split puddings.

Suction (Ex) The mythic white pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. The creature 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, its 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.

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