Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 20 Strength check, and the creature making the attempt takes 17 (5d6) acid damage.
The cube can hold only one Gargantuan or Huge creature, up to four Large creatures, or up to sixteen Medium or smaller creatures inside it at a time.
Transparent. Even when the cube is in plain sight, it takes a successful DC 23 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
Pseudopod. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 17 (5d6) acid damage.
Engulf. The cube moves up to its speed. While doing so, it can enter Gargantuan or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 20 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 17 (5d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 35 (10d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 20 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
When an engulfed creature's HP reaches 0, they are disintegrated instantly.
A CR 17 Gelatinous Cube can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The cube regains spent legendary actions at the start of its turn.
Pseudopod. The cube makes one melee attack with a pseudopod.
Eat (Costs 2 Actions). The cube makes one +11 melee attack against a creature within range. On a hit, the creature is engulfed and moved inside the cube's space.
Digest (Costs 2 Actions). Engulfed creatures must make a DC 20 Constitution saving throw. On failure, creatures take 35 (10d6) acid damage. On success, damage is halved.
Lair and Lair Actions
While the cube is in its lair, it can take lair actions as long as it isn't incapacitated.
On initiative count 20 (losing initiative ties), the cube can take one of the following lair action options, or forgo using any of them in that round:
- A circular area 60 feet in diameter anywhere in the lair becomes flooded in acid. The area counts as difficult terrain to creatures who are not immune to acid damage, and a creature entering this area for the first time or starting its turn in the area must succeed on a DC 20 Constitution Saving Throw or take 17 (5d6) acid damage, taking half as much damage on success. This effect continues until the cube chooses to end the effect, until the cube is incapacitated, or until the cube uses another lair action.
- Up to two pseudopods emerge from cracks in the ground, walls, or ceiling anywhere in the cube's lair. Each pseudopod makes a pseudopod attack against a creature within five feet.
- The cube may dissolve up to 10 cubic feet of nonliving rock, stone, earth or metal anywhere in the lair, as long as it is not being carried or worn. The area affected must be contiguous, and this action cannot be used to create fine details.
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Posted Jan 12, 2022Put a fake copy of your BBEG inside as a Programmed Illusion for extra fun.
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Posted Jan 12, 2022Doubles as a tarrasque trap.