Tiny Ooze, Unaligned
Armor Class 8
Hit Points 13 (3d4 + 6)
Speed 10 ft., Climb 10 ft.
STR
12 (+1)
DEX
8 (-1)
CON
14 (+2)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Resistances Acid
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 5
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

False Appearance. The amber ooze is indistinguishable from a pint of ale or mead as long as it does not move.

Infuse. A victim that has ingested an amber ooze must make a DC 12 Constitution saving throw. On a successful saving throw, the amber ooze is expelled from the host’s body into an unoccupied space within 5 feet of the host. On a failed saving throw, the amber ooze infuses itself into the host’s body. The amber ooze has total cover from effects outside the host’s body, and is blind and deafened. While the amber ooze is infused, the host creature must succeed on a DC 12 Constitution saving throw at the beginning of each of its turns. On a failed saving throw, the host takes 7 (2d6) acid damage, or half as much damage on a successful saving throw. If this damage drops to host to 0 hit points, its insides are liquefied and another amber ooze is created. An amber ooze can be forcibly removed with magic such as lesser restoration.

Actions

Attach: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: The amber ooze attaches to the target. While attached, the amber ooze makes its way up the body using its movement and attempts to infuse itself into a new host. A creature can use its action to attempt a DC 11 Strength (Athletics) check to pull the ooze from the creature it is attached to.

Reactions

Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

Description

This creature resembles a small pool of liquid the color and consistency of mead.

Amber oozes were created by an evil wizard as a means of gaining control over the elders of a powerful city. He bred many of the creatures in secret and sealed them into kegs of ale, then hired merchants to distribute this ale throughout the city. The wizard was ultimately slain and the city saved by a band of heroic adventurers.

Unknown to the adventurers, the merchants had wanted to line their own pockets without the knowledge of their employer. Unaware of the plot they sold some of the kegs of ale in illegal markets. Now, many of the kegs containing amber oozes have been shipped to other cities and the creatures are spreading. When an amber ooze divides, one of the new creatures seeps out of the keg to find its own lair. Stacked in rows with other kegs of uncontaminated ale, amber oozes can quickly take over a storeroom or pantry.

An amber ooze is approximately 1 foot in diameter and is a dark amber color. The designs of the mad mage even provided the amber ooze with the scent of mead or heady ale. Amber oozes can lay in a state of hibernation for years, coming out of it only to replicate – a process they undergo once every few months – or when they are alerted by movement of the keg.

When a keg containing an amber ooze is tapped, the creature makes its way to the opening. Within the drawing of a few drinks, the amber ooze squeezes out of the tap and into the mug. As soon as the victim drinks, the ooze forces itself down the victim’s throat and into its belly.

Habitat: Urban

FiscalCliff

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