Attachment. When a creature makes a melee attack against the Black Mass and succeeds the Black Mass can make a dexterity check. The creature then must succeed a dexterity saving through and the DC is whatever the Black Mass rolled. Now the Black Mass is attached to the creature, and now whenever an attack is landed on the Black Mass the creature the Black Mass is attached to takes the same amount of damage as the Black Mass (this ends when the creature succeeds a DC 14 strength check).
Oozing clamber. The Black Mass can climb any surface, and ignores difficult terrain.
Stretch. The Black Mass can add 5 ft to movement, and attack range for two rounds. Can use again after one round (this costs no actions).
Slash. Melee Weapon Attack: +4 to hit, range 7 ft, (1d6 + 2) slashing damage.
Lick. Melee Weapon Attack: +4 to hit, range 5 ft, (2d4) acid damage, and target must succeed a DC 11 constitution saving throw or become frightened.
Spit. RangedWeapon Attack: +4 to hit, range 30 ft, (1d4) acid damage, and target must succeed a DC 13 constitution saving throw or become frightened.
Bite. Melee Weapon Attack: + 4 to hit, range 7 ft, (2d6 + 2) piercing damage and (1d4) acid damage.
Description
The Black Mass has a very terrifying visage. It looks similar in appearance to black pudding, but with a pink, fleshy maw with a long tongue, sharp pseudopods, and sharp teeth. The Black Mass also has a green mucus that covers its tongue and the inside of its mouth. The Black Masses mucus contains a venom that burns preys skin, and has hallucinogenic properties. These hallucinations cause great fear in prey.
The Black Mass hunts in forests unlike other oozes, and is a very territorial hunter (although younger Black Masses hunt in packs until they reach maturity). They are extremely intelligent when it comes to hunting prey. They stalk them, and occasionally attack then run off. They do this to wear down prey, and to keep them on their toes. Adventurers should keep an eye out for animal corpses with burn marks.
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