Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
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.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and 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.
Can Gray Ooze be contained in a glass box unable to escape?
One reinforced strongly enough to withstand the bludgeoning damage from it's pseudopod attack maybe.
up to the GM, but I say yes. it only works on metal and wood presumably or just enchant it
Can this be a mount? Just imagine as a Dm one of your players roll up the character that is constantly waist deep in corrosive ooze
When a Gray Ooze successfully attacks a character wearing Chainmail and wielding a metal Shield, which item gets the -1 penalty to AC?
1. The Chainmail and Shield BOTH get -1 to AC each;
2. The Chainmail only takes -1 to AC; or
3. The Shield only takes -1 to AC.
If shields are not part of the defensive equation, are they part of the attack equation? Do they take the -1 Penalty to "damage roll", to a max of -5, before they break?
Simple shields are a +2 to AC. They don't have a base AC (unlike armor), so that "armor is destroyed if the penalty reduces its AC to 10" does not work.
But they don't have a damage roll component either, so the Corrode Metal feature doesn't work either.
Please help!
I think that, RAW, neither ability effects shields, since most shields are made of wood, and theirs nothing here that suggests that the Corrode Metal/Pseudopod action effect wood. If a DM wants the ability to effect shields, giving them a HP of 2~ against the Pseudopod action could work.
Shields are not considered armor so they are unaffected by the Pseudopod attack.
Shield are categorized as armour, however, and the Rust Monster still affects Shields. With the Rust Monster, it isn't clear as to where the permanent debuffs are applied (armour-proper or shield) either, so I just say ask your Player how they defend against it, or flip a coin to see which piece is actually hit.
looks tasty
Any recommendations on how to let my players repair the permanent penalties from Corrode Metal and Pseudopod? Is this something your everyday blacksmith could fix?
the mend spell fixes corrosion on armor and weapons
demoknight!
How can you kill this thing with a rapier?
It seems that the rapier would just be destroyed.
And what are it's weaknesses?
It is blind and it is slow, just dash away and it will no longer detect you, ranged attacks form outside its vision are made with advantage. Not much you can do if you are dex melee though you could strip down and unarmed strike it to death.
Low AC and poor to hit chance make it a low threat enemy but the corrosion basically means its a gold tax if you try and fight it.
"since most shields are made of wood"... Please tell my party this! I assumed that my Shield was wood, my GM asked, I said "I assumed wood, since most shields historically have been made of wood" & everyone else in the party chimed in that they'd seen metal shields in museums, but not wood. (sigh)
There are game-mechanics reasons to choose either wood or metal for a shield, but (especially since my current character is a Ranger) I'd usually choose wood.
Either way, shields occupy a weird space in D&D 5e as sometimes counting as armor but sometimes not. Honestly feels like it's not strictly defined even over at WoTC. If a section doesn't mention Shields, I wouldn't go looking for ways\reasons to include them unless there's Sage Advice or something to indicate that they need to be included.
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Long time ago in my COS play-through, I was playing as a Barbarian Minotaur and when we killed it I decided to drink it through a straw and took 1 point of poison damage.
Druids get wooden shields, so why not?
Isn't there a discrepancy between the gray oozes Stealth skill (+2) and its' Proficiency Bonus (+2)? Stealth is a Dexterity based skill, so it should be calculated Dex + Proficiency (-2 + 2 = 0). Instead it has a Stealth skill of +2?
No. Look at Goblins for example (Stealth: +6 despite their Dex being 14 (+2) and proficiency being +2). Essentially, it having a stealthy nature means it "overrides" the normal way of calculating things such as for a PC. They do this to prevent an Ooze from being both stealthy and acrobatic for example (which is what would happen if the Dex was just raised up).
If you click on Monster Rules and go to Skills, it breaks it down a bit more. Essentially, this bonus is an official handwave.