Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.
Aura of Fury. Creatures that start their turn within 10 ft. of the ooze must succeed on a DC 10 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws. Any creature's affected by the aura gain a +3 bonus to damage rolls.
Blood Frenzy. The ooze has advantage on all melee attack rolls against any creature that doesn't have all of its hit points.
Blood Rite. The ooze can channel blood magic to fuel its attacks, at the cost of its own vitality. As a bonus action, the ooze concentrates its blood causing it to take (1d4) necrotic damage. For 1 minute, its melee weapon attacks gain a +3 bonus to attack rolls and deal an extra (1d4) necrotic damage on a hit. This damage ignores resistance to necrotic damage, but not immunity.
Bloodlust. When the ooze reduces a creature to 0 hit points, it gains 7 (1d8 + 3) temporary hit points and has advantage on all attack rolls and saving throw until the end of its next turn. If it is missing more than half of its hit points, the ooze instead regains 24 (2d6 + 16) hit points. If another creature gains this feature via a curse, the amount of hit points it regains equals 2d6 plus the creature's Constitution score, and the amount of temporary hit points it gains equals 1d8 plus the creature's Constitution modifier.
Battle Instincts. The blood ooze's initiative includes its Constitution modifier.
Rage (1/day). The ooze can enter a rage as a bonus action, granting it the following benefits for 1 minute:
- Advantage on Strength checks and Strength saving throws.
- +2 bonus to melee weapon attacks.
- A bonus to AC equal to its Constitution modifier (+3)
- Can make one additional attack as part of the same action when it takes the Attack action.
Regeneration. At the end of its turns, the ooze regains 10 hit points, if its current hit points are less than half its hit point maximum. If the ooze hasn't attacked and hit a hostile creature on its turn, this trait doesn't function until the start of its next turn. This trait also doesn't function if the ooze takes damage from a magic or silvered weapon, or fire damage.
Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 4 (1d8) acid damage. The target must make a DC 13 Wisdom saving throw or be cursed with bloodthirst for a number of minutes equal to 10 - the creature's Wisdom modifier. The creature must immediately use its reaction to make one melee attack against a creature within range.
On its turns, a cursed creature must use its action to make a melee attack against a randomly determined creature within reach. If the creature has the Extra Attack feature or Multiattack, it can make multiple attacks, but each attack must be against a random creature. If no creatures are within its reach, the creature must use its movement to move as close to another randomly determined creature. If it hasn't taken an action, the creature takes the Attack action against the creature that is moved to. If no creatures are within range of the cursed creature's movement speed, the creature must take the Dash action to move towards a creature it can see.
If the cursed creature rolls a 1 on an ability check, attack roll, or saving throw, it is under the effects of a confusion spell for 30 seconds (6 rounds, save DC 15).
At the end of each of its turns, the cursed creature can repeat the initial Wisdom saving throw. On a success, the effect ends. On a fail, the creature takes (4d6) psychic damage. This saving throw isn't affected by advantage or disadvantage.
If a creature is reduced to 0 hit points by this psychic damage, it drops to 1 hit point instead and gains the effects of the feeblemind. The creature stops taking psychic damage and making saving throws against this effect, and the curse becomes permanent. Additionally, if the creature was a PC, the player loses control of that character, now an NPC controlled by the DM.
Until this effect is removed via a greater restoration or heal, the cursed creature can't regain hit points, though it gains the Bloodlust trait, and can still gain temporary hit points. After a number of days equal to (2d6 + the creature's Constitution score) the creature dies, and a blood ooze crawls out of the its corpse as the creature's soul becomes a specter.
While cursed, a creature gains the effects of the ooze's Aura of Fury even if it isn't within 10 ft. of the ooze.
Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.