Amorphous. The blood can move through a space as narrow as 1 inch wide without squeezing and can enter or end its turn in another creature's space.
Magic Resistance. The ooze has advantage on saving throws against spells and other magical effects.
Firey Corrosive Form. A creature that strikes or touches the ooze takes 4 (1d8) acid damage plus 4 (1d8) acid damage and the ooze gains temporary hp equal to the amount of damage.
Eldritch Luminance. When a creature that can see the ooze starts its turn within 90 feet of the ooze, the blood can force it to make a DC 15 Wisdom saving throw if the ooze isn't incapacitated and can see the creature. On a failure, the creature is fascinated for 1 minute or until it takes damage from the ooze. A fascinated creature that is more than 5 feet away from the blood must move on its turn toward the ooze by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the ooze, the target can repeat the saving throw. A fascinated target can also repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the blood's Eldritch Luminance for the next 24 hours.
Sticky Situation. A creature covered in the ooze's tar has its speed halved for 1 minute. In addition, the tar ignites. The tar burns until a creature takes an action to snuff out the flames. A creature that starts its turn covered with burning tar takes 4 (1d8) fire damage and 4 (1d8) acid damage. In addition, nonmagical armor or weapons worn or carried by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the damage and AC it offers. The armor is destroyed if the penalty reduces its AC to 10. If the weapon's penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood is destroyed.
Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack: The Arcane Black Blood makes 2 slam attacks or two hurl tar attack.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) bludgeoning damage plus 2 (1d4) acid damage plus 2 (1d4) fire 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.
Hurl Tar. Ranged Weapon Attack: +2 to hit, range 60 ft., one target. Hit: 14 (4d6) necrotic damage, and the target must succeed on a DC 15 Dexterity saving throw or be covered in tar (see Sticky Situation).
Spell Siphon (Recharge 6). The ooze makes one slam attack against a Large or smaller target it is grappling. If the attack hits and the target is a spellcaster, the target loses its highest level unused spell slot and the ooze regains hit points equal to 5 times the slot level any excess hitpoints are gained as temporary hp that stacks with the temp hp granted by fiery corrosive form.
Spell Deflection. If the ooze makes a successful saving throw against a spell, or a spell attack misses it, the ooze can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the ooze. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
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