Huge Ooze, Unaligned
Armor Class 14 Natural armor
Hit Points 310 (10d20 + 200)
Speed 1 ft.
STR
16 (+3)
DEX
7 (-2)
CON
22 (+6)
INT
12 (+1)
WIS
8 (-1)
CHA
3 (-4)
Saving Throws STR +7, CON +10
Damage Vulnerabilities Force
Damage Resistances Acid, Cold, Fire, Lightning, Poison, Thunder, Bludgeoning from non magical attacks
Senses Blindsight 50 ft., Tremorsense 65 ft., Passive Perception 18
Languages None
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Ooze Nature. The Occupier Ooze does not require sleep.

Corrode Metal. Any nonmagical weapon made of metal that hits the Occupier Ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the Occupier Ooze is destroyed after dealing damage. The occupier Ooze can eat through 2-inch thick, nonmagical metal in 1 round.

False Appearance. While motionless, the Occupier Ooze is indistinguishable from the building it occupies from the outside.

Multiattack. If the Occupier Ooze takes an attack action, it may take another.

While technically able to move, the ooze's roots in the cellar/sewers below the building make it so that the ooze won't move more than 5 ft. from its original position over a period of 24 hours.

Actions

Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 12 (2d8 + 3) bludgeoning damage, plus 18 (4d8) acid damage. If the target is wearing nonmagical armor, its armor is partially corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Tendril Attack.  Melee Weapon Attack: +7 to hit, reach 15 ft., 1 target. Hit: 5 (1d4 + 3) bludgeoning damage, plus 9 (2d8) acid damage. This attack does not include the corrode metal trait.

Fire Breath Potion Launch. Ranged Weapon Attack: +7 to hit, range 15/60 ft., 1 target. Hit: 14 (4d6) fire damage. The targeted creature must make a Dexterity saving throw, taking half damage on a successful throw. This attack will leave a 10 ft. square space of flame where the potion landed for 1d4 rounds.

Bonus Actions

Ground Shift: The occupier ooze chooses 5 spaces within 5 ft. of its structure. These spaces can either be made into difficult terrain or as an effective push action. Any creature being affected by the Ground Shift's push needs to succeed on a DC 14 Athletics or Acrobatics save or be moved 5 ft. in the direction of the ooze's choosing.

Reactions

Quick Snatch (Recharge 5-6). If a creature moves within 5 ft. of an opening of the building the Occupier Ooze is currently in (such as a door, window, etc.), the creature will need to make a DC 16 Dexterity saving throw or be hit by the Ooze's pseudopod attack and be pulled inside, taking 12 (2d6 + 5) acid damage on the Ooze's subsequent turns, applying the Corrode Metal trait. The entrapped creature is able to attack while inside and is also able to take an action to escape by making a DC 14 Dexterity or Strength saving throw. If not in combat, the creature makes the first saving throw with disadvantage and the attack is only noticed by a DC 18 Wisdom (Perception) check.

Minor Split. If a critical hit that deals slashing or lightning damage is made against the occupier ooze, it takes the full amount of damage, then two slimelings fall from where the wound was made if the occupier ooze still has 10 hit points left. Each new slimeling has 10 hit points and act after the occupier ooze in the initiative order.

Legendary Actions

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

Extended Sense (Costs 1 Action). The Occupier Ooze can use this action to extend its tremorsense by 30 ft.

Ground Break (Costs 1 Action). The ooze uses its subterranean tendrils to break up the ground around it. The occupier ooze chooses 3 spaces within 5 ft. of its structure and small, grasping tentacles snatch at anything above them and cause the space to be treated at difficult terrain until the beginning of its next turn. Any creature that begins its turn in these spaces, or passes through them, will need to succeed a DC 14 Dexterity saving throw or be restrained. Any restrained character is attacked by the small tendrils which have a +4 to hit and deal 5 (2d6+2) bludgeoning damage.

Hidden Tendril Control (Costs 2 Action). The ooze can use this action to spring up subterranean tendrils hidden below the ground to attack its foes within 30 ft. of the ooze. This tendril can be retracted, but not healed, and will stay on the field until retracted or destroyed. There can be 3 tendrils attacking at a time, and once one is killed, it cannot be used again. Each tendril has AC 8 and 15 HP.

Wall Shift (Costs 2 Actions). The ooze can shift pieces of the wall from areas that are not being attacked to the front where it is being attacked. The ooze moves parts of the structure so that one quarter of its total perimeter is strengthened, giving itself effective 3/4 cover and a 1d4+1 reduction to all non-magical damage. If a  character in melee along one of the reinforced sections of the structure moved to an unreinforced section, they provoke an opportunity attack upon moving as the ooze shoots out a small pseudopod between reinforced sections. This pseudopod does half damage and no acid or corrosive damage. The ooze's unreinforced sides suffer a -2 to AC but the pseudopods shot from these sections have an extra 5 ft. of range.

Condense (Costs 1 action). The ooze draws in on itself to consolidate its defenses. When this happens, the structure it inhabits shrinks a little in size, its reinforced areas from Wall Shift are reset, and it receives a +1 to AC. This action can only be taken first when the ooze is at half hit points, then at one quarter hit points, then again at 20 hit points. All the bonuses to AC are permanent and cumulative.

Potion Spill (Costs 2 actions). The Alchemist's materials from the shop spill onto the ground, creating a random effect that covers a 10 ft. x 10 ft. square area, with one of the edges having to be alongside the building. The Ooze is not affected by these effects. Roll a d6 to determine the effect and a d4 to determine how many rounds the effect will be in place:

  1. Fire Breath: Steaming, red liquid covers the space and ignites when in contact with the air. The flames deal 4d6 fire damage to any creatures that start their turn in these spaces or who move through it. A creature that wants to avoid the initial spill can make a DC 13 Dexterity saving throw to move to an adjacent space and only taking half damage.
  2. Oil of Sharpness: A sparkling gel spreads across the ground which crystalizes into small, sharp metal. These spaces are treated as difficult terrain, and any creature that begins its turn in this space or moves through it must make a DC 15 Dexterity saving throw or take 1d4 piercing damage and have its walking speed be reduced by 10 ft. until the creature regains hit points.
  3. Oil of Slipperiness: Dark, opaque ooze quickly coats the ground. Any creature begins its turn in this area or moves through it must make a DC 13 Dexterity check or fall prone for the duration of its turn.
  4. Poison: This fluid appears, outwardly, similar to a healing potion in all ways, but emits toxic fumes that reach 5 ft. into the air. A creature that begins its turn in this space or moves through it must make a DC 13 Constitution saving throw or be poisoned. At the start of the creature's turn while it is poisoned in this way, takes 3d6 poison damage. This saving throw can be repeated at the beginning of each of the creatures turns.
  5. Petrification: Silvery liquid covers the ground next to the building, making the space count as difficult terrain. Any creature that begins its turn in this space or moves into it must make a DC 12 Constitution saving throw or be forced to only take a single action, bonus action, or movement action of its turn. The saving throw can be repeated at the beginning of the creatures subsequent turns.
  6. Faerie Flame: Bottled Faerie Fire puffs out of the glass container it was sealed in and occupies a 10 ft. cube. Any creature caught in this area must make a DC 15 saving throw or be outlined as if by the Faerie Fire spell.

Description

The Occupier Ooze starts out as a smaller ooze that slowly builds itself up in the cellars and sewers below buildings, feeding off mold, algae, and eventually small insects and animals; until it has enough energy to explosively occupy most, if not the entirety, of the inside of the building, usually the size of a large windmill or home. This sudden expansion is likely to leave a few semi-noticeable cracks in the side of the building, but due to the ooze sticking to the inside of all the walls, the damage to the building's structure is negligible. After consuming all inhabitants, the ooze will quickly and quietly pull people inside, usually those who come knocking on the front door looking for the late residents. When in active combat, the ooze is fairly easy to hit as it will expand itself and use the building as both a weapon and a shield and it is able to move broken pieces of its shell to the front in order to block oncoming damage.

The Alchemist Shop type of Occupier Ooze is the variant that took up a position in an alchemists shop. Due to all the alchemicals and reagents, the ooze has reduced slightly in size and strength but has developed more corrosive attacks as well as new effects from all the potions and ingredients it absorbed.

This monster should be treated as a sort of boss encounter and is most effective when playing on a grid. It is also possible to run a combat where the party is able to enter certain parts of the ooze's building and fight on the inside.

Previous Versions

Name Date Modified Views Adds Version Actions
2/24/2022 10:37:24 PM
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2/25/2022 3:06:00 AM
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4/14/2022 7:02:35 PM
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Habitat: ForestGrasslandSwampUrban

NorthernSarcasm

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