Large Ooze, Unaligned
Armor Class 11
Hit Points 150 (20d10 + 40)
Speed 20 ft., Climb 20 ft.
STR
17 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
3 (-4)
WIS
10 (+0)
CHA
3 (-4)
Skills Stealth +4
Condition Immunities Blinded, Deafened, Exhaustion, Prone
Senses Blindsight 60 ft, Passive Perception 10
Languages ---
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

Blood Scent. Double the blood ooze’s blindsight for
detecting living creatures that lack all their hit points. The
blood ooze can use a bonus action to make a pseudopod
attack against or take the Dash action to move toward
such a creature.

Spider Climb. The blood ooze can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check.

Actions

Multiattack. The blood ooze makes two pseudopod
attacks. It can use engulf in place of one of these attacks.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 12 (2d8+3)
bludgeoning damage and

7 (2d6)
necrotic damage. If the target is a Medium or

smaller creature, it is grappled (escape DC 14). Until this
grapple ends, the target is restrained. The blood ooze can
grapple up to two creatures at a time.

Engulf. One creature grappled by the blood ooze must
succeed on a DC 14 Strength saving throw or be pulled into
the ooze’s body. An engulfed target is blinded, restrained,
unable to breathe, and has total cover from effects that
originate outside the ooze. At the start of each of the ooze’s
turns, the engulfed creature takes 18 (4d8) acid damage.
The ooze can have only one creature engulfed at a time.
An engulfed creature can try to escape by taking an
action to make its choice of a DC 14 Strength (Athletics)
or Dexterity (Acrobatics) check. On a success, the creature
escapes and uses 5 ft. of movement to enter a space of its
choice within 5 ft. of the ooze.
If the ooze dies, an engulfed creature is no longer
restrained by it and can escape from the corpse by using
10 feet of movement. The creature also gains an infusion
of the ooze’s life force, regaining 16 3d10 hit points, gaining
any excess as temporary hit points that last 24 hours. If
a living creature dies within 24 hours of this infusion,
the corpse dissolves into a blood ooze over the next hour.
Magic that cures disease or removes a curse not only
prevents this change, but also removes temporary hit
points gained from the infusion.
If a creature dies while engulfed by the ooze, the
creature’s body dissolves inside the ooze. The ooze
expels anything the creature wore or carried.

Description

“I was never too fond of pets. But I never thought they’d be
terrifying until I saw a lord feeding a prisoner to his blood ooze.”

Bloody Pets. Vampires and practitioners of blood magic
keep blood oozes as pets. They are clever enough to learn
tricks, especially if rewarded with living creatures as food.
Even roughly trained, blood oozes can keep watch in
areas susceptible to infiltration, such as waterways or
secret passages.

Trainable Servants. Well-trained blood oozes have
a penchant for understanding what their masters want.
The ooze can take different shapes to please or entertain.
They follow simple instructions, but an ooze might be
distracted by a potential meal.

A blood ooze ejects what its prey wore or carried. That
means, provided no one collects these leavings, treasure
can be found in and around the ooze’s lair. An ooze’s
keepers usually collect anything of real value, however.

DC 10 Intelligence (Nature): Sapient creatures that
revel in blood, such as vampires, like to keep blood oozes.
These terrifying jellies act quickly when they scent blood,
and they can dissolve a living creature to acid-scarred
bones in a matter of moments.
DC 15 Intelligence (History): Stories speak of blood
oozes guarding the dungeons of evil creatures. Would-be
heroes run afoul of these terrors in damp passages beneath
more than one fabled castle.

Ionicle99

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