Large Ooze (Changeling), Neutral Evil
Armor Class 11 Natural Armor
Hit Points 88 (16d6 + 32)
Speed 30 ft., Swim 30 ft., Walk 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
16 (+3)
CHA
21 (+5)
Saving Throws DEX +6, CHA +8
Skills Deception +8
Damage Resistances Acid
Senses Blindsight 20 ft., Passive Perception 13
Languages Telepathy only with oozes
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Morph. Any time the Apprentice Changeling takes damage, reduce that damage by his Morph Value (MV), then add the remaining damage to his MV. MV starts at 0 and resets every turn.

Malleable. Whenever the Apprentice Changeling takes damage his aspect becomes that type, he gains immunity to that damage type, and his bonus damage is of that type. He begins with acid as his aspect. If this trait is activated again it replaces the aspect of the prior version.

Ooze. The True Changeling can move as though any terrain or creature smaller than it, is not there.

Changeling. The True Changeling can spend it's turn to shapeshift into anything that is this creature's size or smaller. Shapeshifted it is indistinguishable from the real thing in looks and sounds but retains his memories, actions, reactions, and weight from his previous form.

Learning. Whenever the Changeling's aspect changes he gains resistance to a similar damage type until this ability is repeated.

Actions

 

Multi-Attack. The Apprentice Changeling makes three attacks, one acid blast, one slash, and one wail.

Slash. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 6 (1d4 + 3) [Slashing] damage and 7 (2d6) [aspect] damage. 

Blast. Ranged Weapon Attack: +6 to hit, range 10/50 ft., 2 targets. Hit: 7 (1d6 + 3) [Acid] damage and 7 (2d6) [aspect] damage.

Wail. All creatures within 10 ft. make a WIS save against a DC 15, on a failed save, the target is Charmed for one turn, and does nothing on it's turn, this ability has no affect if the target fails.

 

Bonus Actions

the Changeling can use 1 bonus action per turn to make any check, be it stealth, athletics, deception, perception, or investigation.

Reactions

The Changeling has one reaction per round.

in response to a creature moving within 5 ft. of him, he can increase his MV by 20.

Description

A milky white humanoid changeling, with a gold mask obscuring its face.

Lair and Lair Actions

In the sewers the Apprentice will often set up a lair, filling the vast expanse of tunnels with fellow Oozes, and mimics, with himself plotting in the center.

Lair Actions

On initiative count 15 (losing initiative ties), the Apprentice Changeling takes a lair action to cause one of the following effects; the Apprentice Changeling can’t use the same effect two rounds in a row:

  • A 10 ft. diameter circle lowers or raises 10 ft. any creature on it when it rises/lowers makes an acrobatics check DC 12 or is knocked prone.
  • Piping off the side of the walls comes to life using the Giant Poisonous Snake stat-block with the following changes: the extra damage on the bite attack is the same type as the Changeling's aspect, the snake is a construct, and is controlled by the Apprentice Changeling.
  • A pipe in the ceiling blows and rains a magical liquid over a 10 ft. diameter circle, any creature in the circle makes an Acrobatics check with a DC 12 or takes 10 (3d6) [aspect] damage.

Regional Effects

The region containing a legendary Apprentice Changeling's lair is slowly oozed, which creates one or more of the following effects:

  • Acid rain falls almost everyday. Any creature in the rain for 1 hour takes 10 (3d6) [aspect] damage.
  • The sewers are glossed over in slime, any Ooze touching the slime knows whenever the Apprentice takes damage, and where it's attackers were when they attacked.

If the Apprentice Changeling dies, these effects fade over the course of 10d10 days.

Habitat: Urban

theonly1intown

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