Gargantuan Ooze (Titan), Unaligned
Armor Class 12 Natural Armor
Hit Points 205 (17d20 + 85)
Speed 40 ft., Walk 10 ft.
STR
16 (+3)
DEX
7 (-2)
CON
20 (+5)
INT
5 (-3)
WIS
9 (-1)
CHA
3 (-4)
Saving Throws STR +9, CON +11
Skills Athletics +8, Perception +3
Damage Vulnerabilities Lightning
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Poisoned, Prone
Senses Blindsight 60 ft, Tremorsense 500 ft, Passive Perception 3
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Ambush Predator:  The cephalus ooze deals 2d6 sneak attack damage against foes that do not see it, and has advantage against any foe that has not acted in combat yet.

Amorphous. The cephalus ooze can fit through any space as wide as an inch across, although it's speed while doing so is divided by 10.  

Aversion to Lightning. If the cephalus ooze takes lightning damage, it has disadvantage on attacks and ability checks until the end of its next turn.

Fluid Mass. The Cephalus Ooze can shift its body mass, restructuring its form as needed.  See "Fluid Body" as a bonus action, fuse or separate some of its tentacles into larger or smaller tentacles, giving the cephalus ooze either more powerful strikes or longer reach at the cost of fewer attacks per round.

Transparent.  Even if it is in plain sight, it requires a DC 17 Wis (Perception) check to see a cephalus ooze that has not moved or attacked.

Actions

Multiattack.  The cephalus ooze can make one attack for each tentacle it chooses to have, per round (between 3 and 8)

Tentacle Strike.  The damage of any given tentacle strike is dependent upon how many tentacles were fused together when the strike is made.  Fused tentacles can either increase the damage dealt, or increase the range of the strike.  For each tentacle above one, add +1 to the attack roll and EITHER A) an additional 1d8 of damage; or B) an additional 20 feet of range.  Use the chart below:

  • 1 tentacle (standard): Melee Weapon Attack: +8, reach 20 feet, one target.  Hit: 18 (3d8+4) magical bludgeoning damage.
  • 2 tentacles fused: +9 attack, 20 ft range. Hit: 22 (4d8+4); OR 1 standard tentacle strike with 40 ft range.
  • 3 tentacles fused: +10 attack, 15 ft range.  Hit: 27 (5d8+4) OR 1 standard tentacle strike with 60 ft range.
  • 4 tentacles fused: +11 attack, 15 ft range. Hit: 31 (6d8+4).  OR 1 standard tentacle strike with 80 ft range.
  • 5 tentacles fused: +12 attack, 10 ft range.  Hit: 36 (7d8+4).  OR 1 tentacle strike with 100 ft range.
  • 6 tentacles fused: +13 attack, 10 ft range.  Hit: 40 (8d8+4).  Or 1 tentacle strike with 120 ft range.

Acidic Grapple.  On any successful tentacle strike, the Cephalus Ooze can attempt to grapple the target as a free action.  The target can make an opposed Athletics or Acrobatics check to beat the Cephalus Ooze's Athletics check.  If the grapple is successful, the target takes 2d10 acid damage and is restrained.  On its turn, the target may make an another opposed grapple check to escape.  

Swallow.  If the Cephalus Ooze has a target grappled, it may forgo a tentacle strike to put the target into its mouth.  While it is swallowed, the target takes 22 (4d10) acid damage at the start of its turn.   The target can escape by making a DC 15 Athletics or Acrobatics check or if the Cephalus Ooze takes at least 30 points of damage before the start of its next turn.

 

Bonus Actions

Tentacle Recombination.  As a bonus action, the Cephalus Ooze can fuse up to 6 tentacles into one massive tentacle, or split a conjoined tentacle into up to 6 smaller tentacles.

Reactions

Tentacled Reaction.  When the Cephalus Ooze makes an opportunity attack as a reaction, it gets to make a number of opportunity attacks equal to half of its current number of tentacles, rounded down.

 

Legendary Actions

 The Cephalus Ooze has 3 legendary actions that it can use per day.

Legendary Resistance (Costs 1 Action).  If the Cephalus Ooze fails a saving throw, it can choose to succeed instead.

Tidal Wave (Costs 2 Actions).  The Cephalus Ooze can fuse all of its arms together and spin, creating a small tsunami-like wave that goes out for 60 feet in all directions.  This wave forces all within range to make a DC 15 Strength save.  On a failed save, each creature or object within range suffers 8d10 bludgeoning damage, sinks 30 feet in the water, and is considered stunned for one round for every point that they failed the save.  On a successful save, the target takes half damage, only sinks 15 feet, and is not stunned.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Cephalus Ooze is a magical creature that was unleashed in an age long past.  Perhaps it was created by a brilliantly demented mage expirimenting with gelatinous cubes.  Or perhaps it is more like an elemental creature, formed by the gods for some unknown reason.  

A cephalus ooze resembles a massive gelatinous octopus, with a central body and 8 arms radiating out from the center.  The main body appears to be a gelatinous blob of near translucent jelly, measuring about 20 feet cubed, with anywhere from three to eight tentacles spinning out from the main body.  Each tentacle arm is about 20 feet in length.  There are no eyes or suction cups to interrupt its smooth surface.  Just a large, bulbous, semi-transparent body with a faintly green tint to it.  The only exception is a puckering "mouth" at the center of the arms.  Unlike an octopus, there is no beak - just a valve that has the shape of closed mouth.  There are no internal organs or digestive track, however, so if the cephalus ooze puts something inside its mouth, that thing is now partly visable within its uniform body.  The cephalus ooze does not need to breathe, and can crawl across the land if needed - although it does so at great expense.  Its speed is reduced to a mere 10 ft per round, and it has disadvantage on all Dexterity saves and skill checks.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underwater

DeliberateMyth

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