Gargantuan Ooze, Unaligned
Armor Class 13
Hit Points 101 (7d20 + 28)
Speed
STR
2 (-4)
DEX
16 (+3)
CON
18 (+4)
INT
2 (-4)
WIS
14 (+2)
CHA
2 (-4)
Damage Immunities Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Psychic, Slashing, Thunder
Senses Passive Perception 12
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Cursed Light. The colour is an incorporeal entity that sheds bright light in its own spaces and casts dim light for an additional 30 feet. Other creatures can occupy the colour’s space without provoking opportunity attacks, nor does the creature’s movement provoke opportunity attacks. Upon first entering either area of light or starting a turn within the bright light, a creature must make a DC 15 Charisma saving throw. The creature has disadvantage on its save if it is in the bright light. On a failed save, the creature is colour-cursed. On a successful save, any future saving throw against that colour’s curse has a cumulative –1 penalty. While the colour is in sunlight and for 1 round after the colour takes radiant damage, the save DC to resist the colour’s curse is reduced by 2.
Nigh Invulnerable. A colour out of space is immune to all spells and effects except force damage, radiant damage, and as defined in its Living Curse. It has no survival needs but must feed to grow. Divine intervention or a wish spell can instantly destroy a colour out of space.
Living Curse. If the colour starts its turn within an area of sunlight or a daylight spell, it takes 10 (3d6) radiant damage. It can be the target of a remove curse, dispel evil and good, or greater restoration spell cast within its space; instead of the spell’s usual effect, the spell deals the colour 2d8 force damage per level of the spell or 2d8 force damage per level of the spell slot used if the spell was cast at a higher level than normal.
Luminous Movement. The colour out of space can move through other creatures and objects that don’t completely block light as if they were difficult terrain. It takes 5 (1d10)
force damage if it ends its turn inside an object (such as a boulder or a wall); it does not take damage for ending its turn in and around animate creatures.
Sense Sustenance. The colour out of space can locate colourcursed creatures in the region it has tainted.
Star Travel. The colour out of space can survive and fly in space.

Actions

Overwhelming Colour. Each source of magical darkness with an area that overlaps with the colour’s Cursed Light is dispelled. Each creature in the colour’s space must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 21 (6d6) radiant damage and is blinded until the start of the colour’s next turn. On a successful save, the creature takes half as much damage and isn’t blinded.
Feed. Melee Weapon Attack: +6 to hit, reach 0 ft., each colour-cursed creature in its space. Hit: If the creature has a Wisdom score of 2 or higher, its Wisdom score is reduced by 1d4, to a minimum of 1. If it has a Wisdom score of 1, it takes 22 (4d10) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage it takes. If the creature’s hit point maximum would be reduced below 1, instead it is reduced to 1 and the creature must make a successful DC 15 Constitution saving throw or be incapacitated by pain for 10 minutes.

Legendary Actions

The colour can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The colour regains spent legendary actions at the start of its turn.
Aggravate. The colour chooses a colour-cursed creature it can see within 60 feet. The creature must succeed on a DC 13 Charisma saving throw or use its reaction to make an attack against a target of the colour’s choice.
Dazzle. The colour shimmers with enticing light. A creature of the colour’s choice within 60 feet that can see the colour must succeed on a DC 13 Charisma saving throw or be charmed by the colour until the end of its turn. If the creature is still charmed on its turn, it must use its movement to approach the colour, entering the colour’s light if possible.
Overwhelming Colour (Costs 2 Actions). The colour uses Overwhelming Colour.

Description

***From Sandy Peterson's Cthulhu Mythos***

Previous Versions

Name Date Modified Views Adds Version Actions
10/10/2020 9:47:14 AM
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Coming Soon
Niatainil

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