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
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.
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
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7/18/2020 9:05:15 PM
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7/19/2020 9:47:37 PM
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7/24/2020 12:02:33 AM
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8/3/2020 11:09:43 AM
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