Huge Ooze (Yugoloth), Neutral Evil
Armor Class 17 Natural
Hit Points 1000 (100d8)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
21 (+5)
INT
22 (+6)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws DEX +8, CHA +9
Damage Resistances Slashing
Damage Immunities Acid
Senses Blindsight, Passive Perception 15
Languages Common
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

Innate Spellcasting. The Boarax's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components: 

  • At will: charm person (as 5th-level spell), detect thoughts, hold person

  • 3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis

Blots. Upon receiving slashing damage, 1d4 blots will separate from the Boarax. Each blot has 2d10 hit die and all ooze properties of the Boarax. When the Boarax is reduced to half hp, it generates 4d6 blots.

Actions

Multiattack. The ooze makes two slam attacks.

Pseudopod.
 Melee Weapon Attack: +9 to hit, reach 5 ft., two targets. Hit: (1d6 + 5) bludgeoning damage plus (3d6) acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the ac it offers The armor is destroyed if the penalty reduces its AC to 10

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 8 (2d8) acid damage.

Acid Spray. (Recharge 6) The ooze expels acid in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one.

Roar. (Recharges after a Short or Long Rest). The ooze lets out a warbling roar that is a mockery of the roar of several beasts. Each creature within 60 feet of the ooze that can hear it must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute.
A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Roaring Charge. If the ooze moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ooze can roar as a bonus action.


Legendary Actions

Counterspell. Casts counterspell as a reaction twice per combat. 

Loyalair

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