Gargantuan Ooze, Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 152 (16d12)
Speed 40 ft.
STR
20 (+5)
DEX
1 (-5)
CON
20 (+5)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Skills Perception +6
Damage Vulnerabilities Cold
Damage Resistances Acid, Poison
Damage Immunities Lightning, Necrotic
Senses Blindsight 120 ft., Tremorsense 30 ft., Passive Perception 10
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

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

Actions

Multiattack. The blood golem makes two pseudopod attacks.

Pseudopod. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage plus 4 (1d6) necrotic damage.  If the target is at least one size smaller than the blood golem, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the blood golem cannot grapple another target. 

Drown. The blood golem can attempt to enter the body of a creature it is grappling. The creature must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 10 (3d6) necrotic damage plus 3 (1d6) poison damage and is considered poisoned. The creature can't breathe, is restrained, and takes 21 (6d6) necrotic damage at the start of each of the blood golem's turns. When the blood golem moves, the creature moves with it.  The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the blood golem regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.

A drowned creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the blood golem. 

Reactions

Split. When a blood golem that is Medium or larger is subjected to necrotic or non-magical slashing damage, it splits into two new blood golems if it has at least 10 hit points. Each new blood golem has hit points equal to half the original blood golem's, rounded down. New blood golems are one size smaller than the original pudding.

Legendary Actions

The blood golem 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 blood golem regains spent legendary actions at the start of its turn.

Detect. The blood ooze makes a Wisdom (Perception) check. 

Move. The blood golem moves up to its speed without provoking opportunity attacks.

Sap Life (Costs 2 Action). The blood golem targets one creature it can see within 10 feet of it. The target must succeed on a DC 15 Dexterity saving throw or take 11 (2d10) necrotic damage. The blood golem regains a number of hit points equal to the amount of damage that the creature takes.

Alackasam

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