Fuming Sludge
CREATURE 7The 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.
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 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.
1d8+6 bludgeoning plus 1d8 persistent fire, DC 24 basic 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.
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).
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.