Balantus the wizard saw the band of adventurers coming from atop his lonely tower in wilderness.
‘Should I lock the front gate?’ asked Vog the goblin servant.
‘No, I have a better idea! Let’s see if they are brave enough to trespass. Neff! Neff!’
Moments later a strange creature oozed into the room, a baleful goat-like eye raised up and looked at the magic-user.
‘Be a good lad and go down to keep an eye on the new arrivals, if they look like trouble pounce on the wizard first. Always the wizard first!’
Wordlessly the creature slithered out of the room and poured itself down the many steps to wait patiently, as commanded.
‘Looks abandoned!’ declared Nudge the gnome thief.
Valance seemed dubious.
‘The towers of mages out in the wild can be nothing but trouble. I had better send a spider in to scout.’
Chalk the sorcerer shrugged.
‘Nah, I have a good feeling about this!’
No. Enc.: 1 (1d3)
Movement: 10′ (3′)
Armor Class: 5
Hit Dice: 4+4
Damage: 2d6/1d6 (corrosive, see below)
Hoard Class: Nil
The Pudding Golem is a type of strange slime akin to the Black Pudding, Gray Ooze and finally, the Ochre Jelly. A strange magical process binds this creature to a magic-user or illusionist in a way similar to a familiar, but this creature can be bound in addition to a familiar. The Pudding Golem has a low intelligence that allows it to understand simple commands and perform minimal duties as well as a single eye that floats within its mass and allows it to see quite well, with darkvision to 60′.
Like its cousins the Pudding Golem can creep quietly along floors, walls and ceilings with equal ease and can also detach from a wall or ceiling at will to drop its roughly 250 pound bulk onto an unsuspecting victim and can creep into cracks and under doors or narrow openings as small as 2”.
In combat, when following orders or when hungry or curious this monster can dissolve wood and flesh at a rate of 2d6 points of damage per melee round and metal at 1d6 points per melee round (chainmail is effectively destroyed in one melee round).
Cold attacks do half damage while fire does full damage, although the creature will try to move away from the sources of these attacks and, like an Ochre Jelly, Lightning only serves to split the creature into 1d3 replicas of the original, which are NOT also under the control of the wizard bound to the original but are smaller and only do half damage.