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🌋🔥🍮 Deep within the infernal bellows of active volcanoes and the scorched caverns of the elemental planes of fire, the magma pudding thrives, basking in the blistering heat where few dare to tread. These oozes are not the product of arcane rituals or vengeful gods; they are born from the heart of the earth itself, a natural if uncanny part of the primordial cycle of creation and destruction that governs volcanic activity.

In areas fraught with geothermal turmoil, when lava cools and then shatters, sometimes the essence of the elemental fire fuses with the rocky debris. The convergence of intense heat, elemental magic, and solid stone gives rise to the magma pudding—a creature of molten rock and fiery temperament. Silent and nearly undetectable in their native habitat, these oozes lie in wait, camouflaged as ordinary pools of lava or molten rock, only to ambush unsuspecting interlopers.

Magma puddings have no need for sustenance in the conventional sense; they draw energy from the heat around them. However, they possess an innate drive to consume and dissolve, perhaps as a mechanism to perpetuate the volcanic conditions of their birth. It is their absorption of minerals and heat that fuels the internal reactions maintaining their scorching existence. 🌋🔥🍮

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Magma Pudding

Medium ooze, chaotic evil

Armor Class: 9

Hit Points: 45 (6d8 + 18)

Speed: 10 ft., climb 10 ft.

STR 12 (+1)

DEX 9 (-1)

CON 16 (+3)

INT 1 (-5)

WIS 8 (-1)

CHA 3 (-4)

Damage Vulnerabilities cold

Damage Resistances acid, poison

Damage Immunities fire

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8

Languages

Challenge 3 (700 XP)

Traits

Heated body. A creature that touches the magma pudding or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage.

Lava form. The magma pudding can move across and climb rocky surfaces without needing to make an ability check. Additionally, it can pass through spaces as small as 1 inch without squeezing, but it can't pass through water.

Ignite. Any flammable object that isn't being worn or carried ignites when it comes into contact with the magma pudding.

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage plus 3 (1d6) fire damage. If the target is a creature, it must succeed on a DC 13 Dexterity saving throw or catch fire, taking 3 (1d6) fire damage at the start of each of its turns. A creature can use its action to extinguish the fire.

Engulf. The magma pudding moves up to its speed. While doing so, it can enter Medium or smaller creatures' spaces. Whenever the pudding enters a creature's space, the creature must make a DC 13 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the pudding. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the magma pudding enters the creature's space, and the creature takes 7 (2d6) fire damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 7 (2d6) fire damage at the start of each of the pudding’s turns. When the magma pudding moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the pudding.

Erupt (1/Day). The magma pudding can violently explode in a burst of molten rock and intense heat. Every creature within a 20-foot radius of the magma pudding must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 7 (2d6) bludgeoning damage and is covered in burning magma. The affected creature must then make a DC 13 Constitution saving throw. On a failed save, it takes 7 (2d6) fire damage at the start of each of its turns due to the magma melting away its skin (provided it has skin) until someone takes an action to douse the fire. On a successful save, the creature takes half as much initial bludgeoning damage and does not catch on fire. Flammable objects in the area that aren't being worn or carried are ignited.

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