Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Vitality. The ooze heals 1 (1d3) hit points per round.
Alchemical Absorption. The ooze absorbs all liquids it comes into contact with. The ooze heals 7 (2d6) hit points for every magical liquid or potion it absorbs regardless of the intended effect of the liquid. The ooze's hit point maximum also increases by the number of hit points healed in this way.
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) acid damage, DC 12 Constitution save or be (Poisoned) for 1 round.
Absorb. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6) acid damage and DC 12 Strength check or be (Grappled). Creatures grappled by the ooze take 2 (1d4) acid damage at the start of their turns and may repeat the check each time after taking this damage.
Split. When an alchemical ooze that is Medium or larger is subjected to lightning or slashing damage, it splits into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze's, rounded down. New oozes are one size smaller than the original ooze.
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