Large Ooze, Neutral Evil
Armor Class 10
Hit Points 111 (10d12 + 45)
Speed 20 ft., Swim 20 ft.
STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
6 (-2)
Damage Resistances Bludgeoning, Force, Lightning
Condition Immunities Blinded, Frightened, Poisoned, Prone, Restrained
Senses Blindsight 60 ft., Passive Perception 10
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Aberrant Ground. The ground in a 10-foot radius around the flesh jelly is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Globular Form. The flesh jelly can occupy another creature’s space and vice versa. In addition, it can ooze through gaps and spaces of more that 2".  It can also spread out over a surface such as floors, walls or ceilings to await prey.  The flesh jelly cannot be surprised or flanked.

Spider Climb. The vampiric flesh jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

 

Actions

Multiattack. The vampiric flesh jelly makes two bite attacks or one bite attack and one Blood Drain attack (if it has successfully enveloped a creature). 

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 16 Dexterity saving throw or be enveloped by the globular flesh and restrained. Once enveloped a creature may, on its turn, use an action to roll a Strength saving throw (DC 15) to free itself. The vampiric flesh jelly can only make one of its bite attacks while enveloping a creature, but can only use its Blood Drain attack against an enveloped creature. 

Blood Drain. While enveloping a creature, the vampiric flesh jelly can drain the blood of the creature, dealing 22 (5d8) necrotic damage if the enveloped creature fails a Constitution saving throw (DC 14) or half that much on a successful save. 

Reactions

Noxious mist.  Once per round as a reaction, when hit by an attack that deals bludgeoning, piercing, slashing or force damage, the blob releases a cloud of noxious mist that extends 10 feet in the direction from which the attack originated.  This gas deals 3 (1d4) damage to anything in its path and any affected creature must roll a Constitution save (DC 14) or be overcome with severe nausea until the end of the affected creature's next turn. Affected creatures have their movement speed cut in half and all attack rolls are made with disadvantage.  

Habitat: Underdark

kublaikant

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