Amorphous. The Bloodhound Ooze can move through a space as narrow as 1 inch wide without squeezing.
Keen Smell. The Bloodhound Ooze has advantage on wisdom (Perception) checks that rely on smell.
Pack Tactics. The Bloodhound Ooze has advantage on an attack roll against a creature if at least one of the Bloodhound Ooze's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Regeneration. The Bloodhound Ooze regains 5 hit points at the start of it's turn if it has at least 1 hit point.
Spider Climb. The Bloodhound Ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Acidic Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage and 5 (1d6) acid damage.
Blood Breath. (Recharge 5-6) The Bloodhound Ooze exhales blood in a 30-foot cone. Each creature in that area must make a DC12 dexterity saving throw, taking 10(3d6) acid damage, and becomes covered in blood. While covered in blood, they have to make a dexterity saving throw or fall prone. Make this save when they move. The DC is 10 for the first square, 15 for the second square, and 20 for the third square ect. The blood can be washed off with water. On a successful saving throw they take half damage and not covered in blood.
Description
An ooze that was man made by horrific experiments that involve creating it with blood from animals and magic. The form itself is dripping blood that is acidic to the ground. The spikes and teeth itself is just hardened blood. They are blood thirsty and usually come in packs. Their bite is extremely dangerous. They are also able to crowd control opponents with their vile breath weapon made of their acidic blood.
Previous Versions
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Posted Jul 31, 2024Love weird vulns and resists. Gonna use dozens of these as minions in the lair of juiblex. Caught a typo, "ect." instead of "etc." in the Blood Breath desc.
Personally though, I'd rewrite the whole back half of Blood Breath to make it more readable. Could be rewritten like:
"While covered in blood, creatures must make a Dexterity saving throw each time they move 1 space, except when flying, or fall prone. The DC is 10, and increases by 5 for each space they move." I also think since they need to make the save for every space the ramping up odds of failing one negates the need for the DC to climb.
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Posted Jul 31, 2024I'd also bump it up to CR 2, but CR is absurd and useless anyway so not a pressing issue.