Large Ooze, Unaligned
Armor Class 6
Hit Points 154 (14d10 + 70)
Speed 15 ft.
STR
14 (+2)
DEX
3 (-4)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
1 (-5)
Saving Throws INT +8, WIS +8
Skills Arcana +0, Investigation +0, Perception +0
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision, Truesight, Passive Perception 14
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Ooze Eye. The ooze has a large unblinking eye within its body. This eye allows another spell caster to not only see through the eye, but control the ooze and cast their own spells with the ooze, though are limited to lower level spells than what the caster controlling the ooze could currently cast do to the limited mobility of the ooze. Feel free to change these spells based on what the caster that controls the ooze has available.

Spells: DC 15, CL 8

Lv 0 Spells: Unlimited Use: Acid Splash, Shocking Grasp, Chromatic Orb

LV 1: 4/day: Shield, Mage Armor, Witch Bolt, Unseen Servent

Lv 2: 3/ day: Hold Person, Melf's Acid Arrow, Misty Step

Lv 3: 2/ day: Fly, Stinking Cloud

 

Actions

Pseudopod. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

Gaze Attack: Wisdom DC 17, Target has one of the fallowing effects chosen by the person controlling the ooze. Should nobody be actively controlling the ooze, then it always uses its gaze attack and the effect is chosen at random.

Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked: The target is Frightened of you.l On each of its turns, the frightened creature must take the Dash Action and move away from the ooze to the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from the ooze where it can no longer see the ooze, this effect ends. 
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make a Wisdom saving throw. If it succeeds, the Effect ends.

 

Spell Casting. The Ooze may make a melee attack, and use its gaze attack or cast a spell with a bonus action.

 

Description

This is a large Gelatinous cube with a sickly green tint. You find it odd to see a large fleshy eye within the heart of the cube, doubly so when the eye rotates to look at you, dark power radiating from it.

The creation of a Watcher Ooze starts with a living Gelatinous Cube. Then the spellcaster casts the Eyebite spell before removing their own eye. After that is complete, the spellcaster casts Magic Jar on the eye, and a Protection from Energy Acid Spell on the eye before lobbing it into the Ooze. After 24 hours the Caster can concentrate and see through the eye within the ooze and even control the ooze, though is limited by what the ooze can normally do as well as the speed of the ooze. When the caster is not controlling the eye, the ooze does not act normally, instead sitting and waiting, though the caster is alerted should something bumps into it, or it takes damage.

 

Habitat: Underdark

HappyFox224

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