Huge Ooze, Lawful Evil
Armor Class 16
Hit Points 115 (12d10 + 50)
Speed 20 ft.
STR
15 (+2)
DEX
16 (+3)
CON
21 (+5)
INT
22 (+6)
WIS
13 (+1)
CHA
18 (+4)
Saving Throws INT +10, CHA +8
Skills Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10
Condition Immunities Blinded, Deafened, Exhaustion, Prone
Senses Blindsight 60 ft. (blind beyond this distance), Passive Perception 15
Languages All
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

Aversion to Jerry. If the resistance takes damage to any Jerry, it has disadvantage on attack rolls and ability checks until the end of its next turn. It will be immune to any damage originating from a Jerry until this effect is over.

Innate Spellcasting. The Resistance’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components:

At will: charm person (as 5th-level spell), detect thoughts, hold person

3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesiscounterspell

United Impersonation. As a bonus action, the Resistance can extrude a piece of itself that assumes the appearance of one Medium or smaller creature who has been enlightened by it. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The Resistance can impersonate 2d6 + 1 different creatures, each one tethered to its body by a telepathic connection that can extend up to 120 feet away. For all practical purposes, the simulacrum is the Resistance, meaning the Resistance occupies its space and the simulacrum’s space simultaneously. The psychic tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the Resistance’s main body and the simulacrum. The simulacrum becomes Jerry when the tether is severed.

We Resist Jerry. The Resistance is immune to all effects causing the Charmed, Frightened, Stunned, Paralyzed or Restrained conditions when originating from Jerry.

Actions

Multiattack. The Resistance makes two psychic whip attacks and uses Join the Resistance.

Psychic Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage.

Join the Resistance. The Resistance targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become enlightened. As long as the creature is enlightened in this way, it can not become Jerry. An enlightened creature also benefits from the We Resist Jerry and Aversion to Jerry traits. Enlightened creatures can only lose this condition if the Resistance becomes incapacitated.

 

Previous Versions

Name Date Modified Views Adds Version Actions
12/13/2021 4:21:37 PM
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