Large Ooze, Unaligned
Armor Class 16 Natural Armor
Hit Points 112 (8d10)
Speed 20 ft., Climb 15 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
7 (-2)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +9, CON +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 12, Passive Perception 12
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Ooze Nature. The Armory Ooze requires neither air nor sleep and it takes up its entire space. Other creatures can enter the space, but a creature that does so becomes engulfed. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the Ooze. Doing so requires a successful DC 10 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.The Ooze can hold only one medium creature or up to two small creatures inside it at a time.

Study the Enemy: When a creature lands a critical hit against the Armory Ooze  with a melee weapon that deals bludgeoning, piercing or slashing damage, the next attack the Armory ooze makes against that creature is rolled with advantage if the attack deals the same type of damage as the critical hit inflicted to the Armory Ooze.

Re-Equip. As a bonus action the Armory Ooze may change the form of one of its pseudo-pods. Roll 1d4. The number on the die determines the form that the pseudo-pod takes.

  • 1: Maul
  • 2: Great Sword
  • 3: Lance 
  • 4: Sling
Actions

Extra Attack. The Armory Ooze can make up to three attacks with its Pseudo-pods

Pseudo-Pod:  The Properties of the Pseudo-pod change with its current shape.

  • Maul: +9 to hit, reach 5 ft., 1 target. Hit: (4d6 + 5) Bludgeoning damage and
    (3d6) Acid damage.
  • Great Sword: +9 to hit 10 ft reach, 1 target. Hit: (3d8 + 5) Slashing damage and (2d6) Acid damage.
  • Lance: +9 to hit 20 ft reach, 1 target. Hit: (2d12 + 5)  Piercing damage and (2d6 ) Acid damage.
  • Sling: +5 to hit range 20/40 ft, 1 target. Hit: (5d6) Acid Damage.

Ravage (Recharge 5-6): The Armory ooze lashes out wildly with dozens of
Pseudo-pods. All creatures within 10 feet of the Armory Ooze must make a dc 16 Dexterity saving throw and roll 1d4. The target takes (6d6 +5) points of damage of  a type determined by the d4 and (3d6) points of Acid damage. On a successful save all damage is halved.

  • 1: Bludgeoning damage 
  • 2: Slashing damage
  • 3: Piercing damage
  • 4: Re-roll the d4. The creature takes an extra 2d6 points of damage determined by the d4, ignoring re-rolls.  

 

Reactions

Form Shield. When attacked the Armory Ooze hardens a portion of its surface and extends it to intercept the attack. The Armory Oozes gains +3 to its AC until its next turn or until it is dealt targeted damage. If The armory Ooze is forced to make a dexterity saving throw while it has a shield out it takes half damage on a failed save and no damage on a successful save. The Armory Ooze then takes 5 points of damage and its AC returns to normal.

Description

Resembling a towering mound of metallic, rust colored slime, these fiercest of Oozes roam the dark damp halls of the dungeons and abandoned strongholds they call home, searching, in search of prey. The Armory Ooze is unique amongst its kind in that in spite of its Ooze intelligence prefers to devour prey it has defeated itself. They have the unique ability to harden portions of its body into solid weapon-like structures and it uses these to engage its prey in combat. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/18/2020 9:05:15 PM
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3
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7/19/2020 9:47:37 PM
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2
3
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7/24/2020 12:02:33 AM
47
2
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8/3/2020 11:09:43 AM
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CaptainMarshall

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