Tiny Ooze, Unaligned
Armor Class 8
Hit Points 14 (3d4 + 8)
Speed 10 ft., Climb 10 ft.
STR
12 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
1 (-5)
WIS
6 (-2)
CHA
2 (-4)
Skills Stealth +2
Damage Resistances Acid, Cold
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 25 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Amorphous.
The ooze can move through a space as narrow as 1 inch wide without squeezing.

False Appearance.
While the ooze remains motionless, it is indistinguishable from an ordinary mug of ale.

Quench their thirst. 
When an ale ooze use its Ale-opod attack and hits, it can try to slip into the mouth of the target creature.
The creature must make a DC 13 Strength saving throw. On a failed save, the ooze forces itself into the target creature to rest in its stomach.
At the end of each of the creature's turns, the creature may make a DC 11 Constitution saving throw to vomit up the ooze, taking 1 acid damage on a successful save.

Actions

Ale-opod.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 2 (1d4) acid damage.
The Ale Ooze gets the option of trying to use 'quench their thirst' when it hits with an ale-opod attack.

Intoxicating Vapors. (Recharges after a long rest)
The ale ooze sublimates its ale into a vapor. All creatures within 20 ft of the ale are affected by the ale confusion spell (save DC 10).

Ale Confusion.
An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
At the end of each of its turns, an affected target can make a Wisdom saving throw, DC 13. If it succeeds, this effect ends for that target.

d10 Behavior:
1 -- The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. It must succeed a dex save to avoid falling prone (DC 13). The creature doesn't take an action this turn.
2-6 -- The creature stumbles 10 ft in a random direction at turn end.
7-8 -- The creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, this effect is not activated.
9-10 -- The creature can act and move normally.

Description

Left in an urban environment, such as a Dwarven stronghold or human city, oozes must learn to adapt. 

Ale oozes have taken the appearance and taste of ale. This feat is achieved by sipping up as much spilled ale as it can and eventually settling in a glass of ale. When it moves for longer distances, it normally runs like ale, but it stays as a consistent stream and never breaks apart. It can also contract itself to get into a gelatinous state, which some oozes prefer to keep all the time, allowing them to drag their mugs on their backs.

An ale ooze may wait patiently for food, drawing in those drunkards with its intoxicating vapors. It will intoxicate any perceived threats or victims, which may result in strong disorientation of the target.

Once the ale ooze is in the stomach of a creature, it will attack the creature until it stops moving, feasting on its corpse. To any investigator, it seems like the person may have had too much to drink that night.

Standard Drop: 10+1d5 gp

Original Concept by: D&D Beyond user 'Frontbutt'
Original Concept Name: 'Ale Ooze'
Original Concept Source: D&D Beyond Homebrewed

Previous Versions

Name Date Modified Views Adds Version Actions
8/10/2020 10:36:19 PM
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0
1.0
Coming Soon

Habitat: Urban

gui8312

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