Large Ooze, Chaotic Evil
Armor Class 13 Natural
Hit Points 207 (18d10 + 48)
Speed 20 ft.
STR
16 (+3)
DEX
5 (-3)
CON
16 (+3)
INT
6 (-2)
WIS
6 (-2)
CHA
1 (-5)
Damage Resistances Slashing
Damage Immunities Acid, Cold, Lightning, Necrotic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft (blind beyond this radius), Passive Perception 8
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool.

 

Actions

Multiattack. The corrupting ooze makes two attacks on its turn.

Pseudopod. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) necrotic damage. On a hit, if the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. If this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.

Corrupting Touch (6/day). When the ooze makes physical contact with any sentient creature, the target must succeed on a Constitution saving throw (DC 16). On a failed save, the target takes 21 (6d6) necrotic damage. If this damage reduces the target to less than 0 hit points, it becomes undead. 

Reactions

Split. When the corrupting ooze is subjected to lightning or slashing damage, it splits into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze's, rounded down. New oozes are one size smaller than the original.

Description

The corrupting ooze is a black, tarry, oily substance that seeps from areas of ground that necromancers have defiled. 

KaiBear1

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