Sunlight Sensitivity. While in sunlight, a B.P Muk has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Healing Tar. As long as there is the ooze of which the B.P. Muk was born out of, every start of it's turn their hit points resets back to full.
Oozy Infestation. It can use its action to infect a dead or inactive construct within 5ft of it. The Muk will gain control over the construct replacing all of its stats and features with the construct's. That construct would also gain an additional 10 hit point and a +2 to strength and constitution and their charisma becomes 17. They finally gain the resistances of the B.P Muk. If the construct is missing an arm, it gains the Inky Tendril attack.
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft, Hit: 8 (2d6 + 2) necrotic damage.
Inky Tendril. Melee Weapon Attack: +4 to hit, reach 20 ft, Hit: 8 (2d6 + 2) necrotic damage. If the target is hit with this, they must succeed on a DC 13 strength saving throw. If failed they become restrained until the start of the B.P Muk's next turn.
Description
Concentrated Ghost: Born from the pools from the phantom clouds, these phantoms now has a physical form. Their body has a similar consistency to many known oozes that has a form of a humanoid. The pools from which it came from fuels their body and strength.
Gloopy Origins: A Muk would have all of the memories of their dead counterpart, but along with other memories from other deceased people considering a Muk consists more than one phantom. The main memories they would have corresponds to the humanoid shape they are taking.
Puppeteer of Mud: Unlike some oozes, Muks can invade an inanimate construct such as armors or dead golems taking full control over them. Sometimes more than one Muk will get in involved invading one construct because of the sheer size of some, meaning they can invade any contsruct.
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