Gargantuan Ooze, Chaotic Neutral
Armor Class 17
Hit Points 215 (21d20 + 5)
Speed 40 ft., Swim 50 ft., Walk 80 ft.
STR
10 (+0)
DEX
18 (+4)
CON
20 (+5)
INT
12 (+1)
WIS
18 (+4)
CHA
6 (-2)
Saving Throws CON +9, WIS +8
Damage Vulnerabilities Necrotic
Damage Resistances Radiant
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Restrained
Senses Passive Perception 20
Languages All the languages known by those it killed.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Celestial Form. The monster can use an action to warp on to the ethereal plane. If the monster has reached have its maximum hit points when it warps it rolls a d20 and regain the rolled as hit points. 

Spellcasting. The Celestial Swamp Ooze is a 2-level spellcaster. Its spellcasting ability is Intelligence  (spell save DC 17, +7 to hit with spell attacks). The Celestial Swamp Ooze has following Wizard spells prepared:
2nd level (4 slots): [moonbeam]

Actions

Action Melee Attack. Melee Weapon Attack: +3 to hit, reach 0 ft., 7 target. Hit: 44 (4d20+ 4) Acid damage.

 

Bonus Actions

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

Reactions

Reaction Name. Built resistance. The monster can take a reaction against an attack targeted against it and gain resistance to that type of attack until its next turn. This ability can give it resistance to only one type of damage and does not stack. (it will take damage from the triggering attack without resistance though)

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Enter a general description for your monster here.

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.

Monster Tags: Angelaberration

themagicgoat2123

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