Medium Ooze, Unaligned
Armor Class 6
Hit Points 80 (8d10 + 40)
Speed 15 ft.
STR
12 (+1)
DEX
2 (-4)
CON
18 (+4)
INT
1 (-5)
WIS
5 (-3)
CHA
1 (-5)
Damage Vulnerabilities Fire
Damage Resistances Acid
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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 12 Strength check, and the creature making the attempt takes 10 (2d6) acid damage. 

The cube can hold only one Medium creature or up to four Small/Tiny creatures inside it at a time.

Transparent. Even when the cube is in plain sight, it takes a successful DC 14 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.

Sleeping agent. If any creatures attempt to reach into or strikes the Anesthesia Cube, they must make a DC 10 Constitution throw. A failed roll causes the creature to fall asleep for 1d4 rounds. Creatures stuck inside the cube will constantly be put to sleep every turn.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 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 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (4d6) acid damage at the start of each of the cube's turns. Any creatures stuck inside of it are also put to sleep. When the cube moves, the engulfed creature moves with it.

An engulfed creature has to make a DC 10 Constitution check to try and wake up inside the cube. If they succeed, they can then try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. Upon failing either roll, the creature inside falls back asleep.

Description

Just another Gelatinous Cube, right? Your Wisdom throws were on point and you saw it, but something's wrong. It's pink and small, and the Barbarian's not getting out. The Ranger tried to save him, but failed. He then... collapsed. The Cleric can't revive him, but it's not that he's dead. He's asleep. As your Barbarian dies to the acid, you realize that you should've listened to the alchemist...

For it is an Anesthesia Cube

Habitat: Underdark

MahguyIlike

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