Fluid Resistance. If the vampire ooze fails a saving throw, it can choose to succeed instead. The vampire ooze has one use of this ability that it regains every day at dawn or whenever it gains hit points after being reduced to puddle form.
Oozey Escape. When it drops to 0 hit points the vampire ooze melts into a sentient puddle instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in puddle form, it can’t revert to its vampire ooze form, and it sinks into the ground unless the ground is nonporous (such as stone or marble). While in puddle form, the vampire ooze is paralyzed until it regains at least 1 hit point. After 1 hour as a puddle, the vampire ooze begins to recondense and it regains 1 hit point.
Regeneration. The vampire ooze regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire ooze takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire ooze’s next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Ooze Weaknesses. The vampire ooze has the following flaws:
Forbiddance. The vampire ooze can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
False Appearance. While it remains motionless and while in puddle form, the vampire ooze is indistinguishable fron a pool of blood.
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Blood Drain. A creature that touches the vampire ooze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage and the vampire ooze regains hit points equal to that amount, provided it isn’t in sunlight or running water. If the vampire ooze takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire ooze’s next turn. It cannot regain more than half of its maximum hit points from this feature.
Multiattack. The vampire ooze makes two pseudopod attacks.
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d8 + 1) bludgeoning damage plus 7 (2d6) necrotic damage, and tge target can't regain hit points until the start of the vampire ooze's next turn.
Blood Crush (Recharge 4-6). The vampire ooze targets one creature that it can see within 60 feet of it. The target must make a DC 17 Intelligence saving throw, taking 13 (3d8) necrotic damage on a failed save, or half as much damage on a successful one. The target's maximum hit points are reduced by the amount of damage taken. The reduction lasts until the target finishes a long rest.
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