Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Constrict. An adamantine ooze deals automatic slam damage with a successful grapple check.
Magic Immunity. An Adamantine Ooze is immune to all magical and supernatural effects that are affected by spell resistance.
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+4) bludgeoning.
Spikes. An Adamantine Ooze can manipulate the sediments in its body into long, sharp spikes, and thrust them outward in every direction. Melee Weapon Attack: +8 to hit, reach 5 ft., all targets within 5 ft. radius. Hit: 7 (1d8+4).
Grapple. When the Adamantine Ooze is target of a melee attack, it can use a reaction to try and grapple its atacker if he's within 5 ft.
Description
The bard runs down the empty stone corridors of the old ruins, panting heavily as he finally slows to a stop, his hands now resting on his knees. Behind him, his companions arrive, one by one. "W-What is it? What do we do?" the knight questions toward the others, looking toward the sorcerer and bard for answers. The sorcerer only grimaces as he breathes in deeply, shaking his head. The ranger, looking behind, from whence they came, hurriedly looks back. "I-It's not like any slime or goo I've ever seen... or even heard of. Nothing is working!" By now, the sorcerer has caught his breath, and he looks around the corridor for a route of escape, "My spells do not harm it... your steel just slides off of it... Not even walls can stop it!... Our only hope is to run, but to where?!" He shouts, looking up at the corridor walls as they close in - a dead end.
While other oozes have seen many adventurers survive and spread tales of terror in their names, there remain darker, more dangerous creatures lurking in the depths of old dwarven ruins and mines.
The terrifying creature that is the Adamantine Ooze is a hulking, slow mass of ooze that has slowly, over several years, incorporated large amounts of adamantine into its form. This fine adamantine sediment is so concentrated that it protects the creature from most forms of damage - essentially rendering the creature the ooze version of an invulnerable siege weapon. While the ooze is far too heavy to travel along ceilings or walls like others of its kind, it uses its adamantine nature to the fullest, able to burrow, seep, or pummel its way through most obstacles with ease. Its massive weight almost ensure that it is likeliest to be found in the depths of whatever haunt it prowls. Adamantine Ooze is a rare specimen that usually measures 10 feet across, and around a foot thick. It weighs approximately 36,825 pounds.
An Adamantine Ooze is unable to secrete enough acid to be used as a significant weapon in battle, due to its high concentration of adamantine sediment. Instead, it typically seeks to bludgeon and squeeze the life out of its prey to better digest them slowly afterwards, even employing some truly unusual methods of attack.
When slain, an Adamantine Ooze slowly dissipates in place, the adamantine sediments spreading with the ooze and becoming lost among the particulates of whatever surface it is currently on. Any metal object that is dipped into the dissipating ooze gains an adamantine coating that lasts for 24 hours.
My attempt at bringing the 3.5 edition Adamantine Ooze to the 5th edition.
Magic Immunity. An Adamantine Ooze is immune to all magical and supernatural effects that are affected by spell resistance.
What does this mean, in terms of 5th edition? Half damage from all magic?
The average of 1d8+4 is 8. The average of 2d6+4 is 11. It's Passive Perception is 1, but it should be 5. It's AC is 1, but it should be at least 5 as well.