Large Ooze, Unaligned
Armor Class 19 (natural armor)
Hit Points 80 (10d10 + 25)
Speed 20 ft.
STR
18 (+4)
DEX
5 (-3)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
5 (-3)
Skills Stealth +2
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Retract: The Armored Ooze can retract all of its pseudopod tentacles and lay still, increasing it's defense and camouflage significantly, at the cost of movement.  When retracted, it's AC increases by 5, it gains immunity to nonmagical slashing and piercing weapons, it gains advantage on constitution saving throws, disadvantage on dexterity saving throws, and its speed is reduced to 0.  If any creature is engulfed by the ooze when it retracts, it has disadvantage on trying to escape.  

Camouflage:  While not moving, the Armored Ooze is indistinguishable from normal surroundings as long as its armor is suitable to the surroundings.  

Pseudopod Tentacles. The armored ooze has five Pseudopod tentacles. Whenever the ooze takes 20 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the ooze regrows all dead ones within 1d4 days. 

Shell Breaking:  Instead of trying to hit the creature, the shell can be targeted instead.  It has an AC of 14 and 50 hitpoints.  After reaching 25 hitpoints or less, the ooze's AC is reduced by 2.   After reaching 0 hp, the Ooze's AC becomes 10 and looses the retract and camouflage abilities.  If the shell remains, it regains 1d0 hitpoints each day as the ooze replaces the armor with surrounding materials.  The armor has vulnerability to thunder damage, and invulnerability to necrotic, radiant, poison, and psychic damage, and resistance to all other types of damage.  

 

Actions

Multiattack. The armored ooze makes as many pseduopod Tentacle attacks as it has pseudopod tentacles, all against the same target or different targets.

Pseudopod Tentacle. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained.  The ooze can grapple as many creatures as it has tentacles.  At the start of the ooze's next turn, instead of attacking with the tentacle, it can withdraw it and the grappled creature into itself, engulfing the creature automatically.

Engulf. The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the ooze enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, can't see, and is restrained, and takes 21 (6d6) acid damage at the start of each of the ooze's turns. When the ooze moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.  The check is made at disadvantage if the ooze has retracted into its shell as the means of escape are limited.  

The ooze can have 4 small or tiny creatures, 2 medium or 1 large creature engulfed at a time.  

Shell Defense. The armored ooze withdraws into its shell. When retracted, it's AC increases by 5, it gains immunity to nonmagical slashing weapons, it gains advantage on constitution saving throws, disadvantage on dexterity saving throws, resistance to nonmagical piercing and bludgeoning damage, and its speed is reduced to 0.  If any creature is engulfed by the ooze when it retracts, it has disadvantage on trying to escape.  

Description

This ooze has evolved, allowing it to accumulate certain debris and create a shell protecting it similar to a snail.  This has allowed them to traverse outdoor environments much easier and safer, as well as protecting them from attacks.  They roam the wild lands, grabbing creatures and retracting them into their shell.  They leave a trail of destroyed organic material in their wake, and seek out new lifeforms to absorb.  

Habitat: DesertHillMountainUnderdark

prowlover99

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