Amorphous. The ichor can move through a space as narrow as 1 inch wide without squeezing.
Disintegrating Form. A creature that touches the ichor or hits it with a melee attack while within 5 feet of it takes 13 (3d8) necrotic damage plus 7 (2d6) acid damage. Any nonmagical weapon that isn't made of adamantine that hits the ichor is disintegrated after dealing damage.
The ichor can eat through 3 feet of any material that used to be alive (except bone) or 6 inches of any other nonmagical substance that isn't adamantine in 1 round.
Spider Climb. The ichor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Stench. Any creature that starts its turn within 60 feet of the ichor must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all ichors for 1 hour.
Sunlight Sensitivity. While in sunlight, the ichor has disadvantage on attack rolls and ability checks, and the range of its Stench is reduced by half.
Multiattack. The ichor makes either three attacks against different targets, or two attacks against the same target.
Pseudopod. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 36 (8d8) necrotic damage and 21 (6d6) acid damage, and the ichor regains hit points equal to the necrotic damage dealt. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest, and until the reduction ends, it is also poisoned. If this effect reduces its hit point maximum to 0, it dies, and its corpse is mulched, rising as a skeleton in the space where it died or in the nearest unoccupied space.
Split. When an ichor that is Large or larger is subjected to lightning or slashing damage, it splits into two new ichors if it has at least 30 hit points. Each new ichor has hit points equal to half the original ichor's, rounded down. New ichors are one size smaller than the original ichor while they are still missing hit points.
Description
In the blighted lands that lurk beyond the bounds of any civilization, stories claim that massive predatory slimes, infused with deathly necrotic energy, creep across the wastes and leave only bones in their wake. These slimes are dreadfully real, and locals call them ichor of death.
Born of Death. Ichor of death is created when minor oozes encounter a font of necrotic energy, such as those left behind by ancient dark rituals, imprisoned evils, and portals to the Shadowfell. Oozes that survive this energy may melt together and fuse, combining and transforming into a newborn ichor of death.
Undead Remains. Ichor of death consumes any and all material that it touches, including the upper layer of soil that it passes over as it moves. The one exception is bone, which the ichor leaves behind after digestion. Any corpses touched by an ichor of death can rise as undead, so the bones left after digestion often rise as skeletons. In addition, the ichor periodically expels waste material from its body, which becomes animated as corpse slime after some time, thus filling the land with undead.
Ooze Nature. An ichor of death doesn't require sleep.
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