Ooze Cylinder. The cylinder takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cylinder's Engulf and has disadvantage on the saving throw.
Creatures inside the cylinder can be seen but have total cover.
A creature within 5 feet of the cylinder can take an action to pull a creature or object out of the cylinder. Doing so requires a successful DC 13 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
The cylinder can hold only one Large creature or up to six Medium or smaller creatures inside it at a time.
Delicious Alluring Aura. As long as the cylinder has not moved or attacked, all humanoid creatures that start their turn within 30ft of it must make a DC 15 Wisdom Saving Throw or be charmed. While charmed by this effect a creature must spend all of its movement walking toward and into the cylinder. If charmed by multiple cylinder, it moves toward the closest cylinder.
At the start of each of it's turns, and each time it takes damage, the target can make another Wisdom saving throw.
Once a creature has saved against this effect, it is immune to this cube's Delicious Alluring Aura for 24 hours.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.
Engulf. The cylinder moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cylinder enters a creature's space, the creature must make a DC 13 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cylinder. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cylinder enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 24 (7d6) acid damage at the start of each of the cylinder's turns. When the cylinder moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cylinder.
Comments