Huge Ooze, Lawful Evil
Armor Class 20 Natural
Hit Points 250 (30d10 + 72)
Speed 20 ft., Climb 20 ft.
STR
20 (+5)
DEX
15 (+2)
CON
26 (+8)
INT
20 (+5)
WIS
22 (+6)
CHA
26 (+8)
Saving Throws STR +11, WIS +12
Skills Arcana +9, Athletics +8, Persuasion +9, Stealth +8, Survival +9
Damage Resistances Fire
Damage Immunities Acid, Cold, Lightning, Slashing
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 16
Languages Common, Draconic, Telepathy 120 feet, Undercommon --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Amorphous. Axiom can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches Axiom or hits it with a melee attack while within 10 feet of it takes 10 (3d6) acid damage. Any nonmagical weapon made of metal or wood that hits Axiom corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.

The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Spider Climb. Axiom can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Magic Resistance. Axiom has advantage on saving throws against spells and other magical effects.

Legendary Resistance. 3/day. If Axiom fails a saving throw, he can choose to succeed instead.

Aged Exterior.  Axiom is an ancient, elder black pudding and has developed a defensive coating on his body making him immune to all forms of damage except for a special concoction which makes him vulnerable. 

Regeneration. Axiom regains 10 hit points at the start of its turn. If Axiom takes fire damage, this trait doesn't function at the start of his next turn. Axiom dies only if his starts his turn with 0 hit points and doesn't regenerate.

Innate Spellcasting. Axiom's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: charm person,detect magic, detect thoughts, suggestion

3/day each: hold person, Clairvoyance, dispel magic, 

1/day each: banishment

Spellcasting. Axiom is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It requires no material components to cast its spells. Axiom has the following sorcerer spells:

Cantrips (6 slots): acid splash, control flames, infestation, mage hand, mold earth, shocking grasp

2nd level (5 slots): darkness, enlarge/reduce, snilloc's snowball swarm

3rd level (5 slots): counterspell, fly, haste

4th level (4 slots): blight, greater invisibility, vitriolic sphere

5th level (3 slots): cone of cold, dominate person, synaptic static

Metamagic - Empowered Spell. When Axiom rolls damage for a spell, he can spend 1 sorcery point to reroll up to 5 of the dice. He must use the new rolls and he can use this option even if he has used another Metamagic option.

Metamagic - Quickened Spell. When Axiom casts a spell that has a casting time of 1 action, he can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Metamagic - Twinned Spell. Axiom can spend sorcery points equal to a spell's level (1 for cantrip) to target a second creature in range with the same spell, as long as the spell at the level it's being cast is incapable of targeting more than one creature.

Strength of the Grave. When damage (that isn't radiant) reduces him to 0 hp, he can make a CHA saving throw (DC 5 + the damage taken). On a success, he instead drops to 1 hp (and can't use this feature again until he finishes a long rest). 

Actions

Multiattack. Axiom makes 2 Pseudopod attacks.

Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 5) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Sorcery Points: Axiom has 10 sorcery points that he regains when he finishes a long rest.

Bonus Actions

Convert Sorcery Points: Axiom can use his Sorcery Points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.

Shadow Walk: When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120ft. to an unoccupied space you can see that is also in dim light or darkness.

Reactions

Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding

Spells. Counterspell (3rd)

Legendary Actions

Axiom can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Axiom regains spent legendary actions at the start of its turn.

Pseudopod. Axiom makes a Pseudopod attack.

Sleep Ray. The targeted creature must succeed on a DC 22 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

Petrification Ray(Cost 2 Actions). The targeted creature must make a DC 22 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Mythic Actions

If Axiom's health falls below 30 HP, he can use the option below as a legendary action.

Bug Out (Costs 3 Actions). Axiom casts Shocking Grasp on himself, forcing himself to split into two and then proceeds to Shadow Walk as a bonus action away from the battle. He will typically choose a tiny crevice near his lair where he will hide and proceed to take a long rest.

Description

Formerly known as Princess Ebonmire, Axiom was an Elder Black Pudding that gained sentience from absorbing the body of the Pudding King following the battle of Bligdenstone in DR 1371.  After fleeing Bligdenstone, he wandered the Underdark for many years absorbing what he could and discovered he would occasionally gain new powers from the creatures he consumed. He eventually found himself in the sewers of Wregate in DR 1385 and made his home in one of the Cistern's beneath the Graves District.

He was discovered by a wandering group of Cyric cultists the following year and instead of consuming them, he imposed his will on them turning them away from Cyric. He would demand sacrifices to be made to him so that he could consume and gain their powers. If he successfully gained a new ability, he would reward his followers with gifts of enchanted magical and wondrous items either crafted by him or found during his travels in the Underdark. 

After Wregate was ripped away to Limbo, Axiom felt the shift and was pleasantly surprised and delighted, knowing that he was now on a new plane with new and fantastic creatures with wondrous powers to add to his growing repertoire. He began to feel the influence of Juiblex reaching out to him, searching for him. Fearing for his new found home and its wondrous source of food, he began demanding more and more sacrifices to gain enough power to resist the Demon Lord's control over oozes. This became his only goal; to be more powerful than The Faceless Lord itself.  

Lair and Lair Actions

Axiom makes his lair in depths of the sewers under Wregate in an old, poorly maintained cistern. The foul stench of waste filled water empties into giant pools filling much of the room. The center walkway leads to a circular well like crevice where Axiom rests and orchestrates all of his minions and commands. The lair has several entry points through various large pipes and tunnels leading elsewhere in the sewers of Wregate.

On initiative count 20 (losing initiative ties), Axiom takes a lair action to cause one of the following effects; Axiom can’t use the same effect two rounds in a row:

  • Pools of water that Axiom can sense within 60 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point Axiom chooses within 60 feet of it. The cloud spreads around corners and remains until Axiom dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Magical darkness spreads from a point Axiom chooses within 60 feet of it, filling a 15-foot-radius sphere until Axiom dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Previous Versions

Name Date Modified Views Adds Version Actions
11/21/2022 5:11:10 AM
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Coming Soon

Habitat: UnderdarkUrban

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