Huge Ooze, Unaligned
Armor Class 8 Natural armor
Hit Points 184 (16d12 + 80)
Speed 20 ft., Climb 20 ft.
STR
19 (+4)
DEX
6 (-2)
CON
21 (+5)
INT
1 (-5)
WIS
6 (-2)
CHA
2 (-4)
Saving Throws CON +8
Skills Stealth +2
Damage Vulnerabilities Radiant
Damage Resistances Cold
Damage Immunities Acid, Poison
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Noxious Jelly.  Each time a creature comes in physical contact with the Booze, they take 5 (2d4) acid damage and 5 (2d4) poison damage.  If a creature starts its turn in physical contact with the Booze or the first time they come in contact with it per turn, they must make a DC 13 Constitution saving throw or become poisoned until the beginning of their next turn.

Ooze Cube.  The Booze takes up its entire space.  Other creatures can enter its space, but a creature that does so is automatically subject to being engulfed by the Booze (see: Charge! feature).  For this, no action is required on the part of the Booze and entering the Booze means the creature willingly fails the saving throw.

Creatures inside the Booze can be seen but have total cover.

A creature within 5 feet of another creature of equal size or smaller or an object they can carry that is currently engulfed by the Booze can take an action to pull said creature or object out of it.  Doing so requires a successful DC 13 Athletics check, and the creature making the attempt subjects themselves to the Noxious Jelly feature.

The Booze can hold one Huge creature, up to two Large creatures, up to eight Medium creatures, or up to sixteen Small or smaller creatures inside it at a time.

(Mostly) Transparent.  Even when the Booze is in plain sight, it takes a successful DC 11 Wisdom (Perception) check to spot it if it has neither moved nor attacked.  A creature that tries to enter the Booze's space while unaware of it is surprised by the Booze.

Actions

Multiattack.  The Booze makes one pseudopod attack against each hostile creature in range.

Pseudopod.  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) acid damage and 5 (2d4) poison damage.

Charge! (Recharge 6).  Using both its action and move action, the Booze moves up to three times its speed (60 feet) in a straight line.  While doing so, it can enter Huge or smaller creatures' spaces.  Whenever it enters a creature's space, that creature must make a DC 13 Dexterity saving throw.

On a successful save, the creature can choose to be pushed back in the direction the Booze was moving or to the side (only if there is available room).  A creature that chooses not to be pushed (or cannot get out of the way due to space limitations) suffers the consequences of a failed saving throw.

On a failed save, the Booze enters the creature's space and the creature is engulfed.  An engulfed creature is no longer subject to the Noxious Jelly feature.  Instead, the engulfed creature can't breathe, is deafened, is restrained, is poisoned (unless they are immune) and takes 10 (4d4) acid damage and 10 (4d4) poison damage at the start of each of the Booze's turns.  When the Booze moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 13 Athletics check.  On a success, the creature escapes and falls prone into a space of its choice within 5 feet of the Booze.

Reactions

The Booze has an unlimited number of reactions per round, but the reactions are limited to the following.

Opportunity Attack.  The Booze may attack any creature leaving its threat range with one Pseudopod attack.

Spew!  Once the Booze takes damage to get it to or below half its maximum HP, it sprays a 5 foot wide line of Noxious Jelly 60 feet in the direction the damage was taken.  Anything in the line of the jelly must succeed on a DC 13 Dexterity saving throw or fall prone and become restrained and is subject to the Noxious Jelly feature.  A restrained creature can try to escape by taking an action to make a DC 13 Athletics check.  On a success, the creature is no longer restrained.  The area sprayed becomes covered in sticky goo, which is difficult terrain for all creatures other than the Booze.

Mythic Actions

Villain Actions.

Round 1.

Belch!  All creatures within 30 feet of the Booze must succeed on a DC 13 Constitution saving throw or immediately fall prone, vomit, and become poisoned until the end of their next turn.

Any round after 1.

Purge!  The Booze may injure itself for half its current HP, then spray its Noxious Jelly in all directions.  All creatures within 30 feet of the Booze must succeed on a DC 13 Dexterity saving throw or fall prone and become restrained and are subject to the Noxious Jelly feature.  A restrained creature can try to escape by taking an action to make a DC 13 Athletics check.  On a success, the creature is no longer restrained.  The area sprayed as well as the area underneath the Booze becomes covered in sticky goo, which is difficult terrain for all creatures other than the Booze. 

Description

This Gelatinous Cube has found a taste for ale.  Somehow, it escaped its previous confines and found its way up sewer pipes or the like to a local brewery, and has gorged itself.  It isn't quite as clear as it once was, and its potent acid has been diluted, but now sports some new and intoxicating features that should make for a memorable fight, though your players might black out afterward.

Habitat: UnderdarkUrban

p23570

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