Medium Ooze, Unaligned
Armor Class 15 Natural Armor
Hit Points 25 (4d8 + 1)
Speed
STR
15 (+2)
DEX
17 (+3)
CON
13 (+1)
INT
8 (-1)
WIS
6 (-2)
CHA
5 (-3)
Saving Throws STR +4, DEX +5
Damage Resistances Acid, Poison
Condition Immunities Blinded, Charmed, Deafened
Senses Passive Perception 9
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

 

 

Actions

Mutiattack: The Jockey makes up to three attacks, one with its hooves and two with its tendrils.

Hoof Charge Melee Weapon Attack: + 2 to hit, reach 10 ft., 1 target. Hit: 13(2d6 + 2) Bludgeoning damage. 

Tendril Slap Melee Weapon Attack: +2 to hit, range 20 ft., 1 target. Hit: # (2d4 + 2) Bludgeoning damage.

Ensnare When attacking with one of its tendrils, the Jockey can also try to envelop its target, forcing that creature to succeed on a DC 14 strength saving throw or become grappled. 

Description

This piece of animated, blood-red slime has been shaped into the form of a stallion and its rider, with no solid features. The rider's arms stretch out into massive tendrils that it uses to ensnare and attack its targets. Designed by some mysterious force, the Crimson Jockey is must faster than other creatures of the ooze variety. These creatures are commanded to wander the plains and bring whatever travelers they can find back to their master.

Habitat: Grassland

JacksonHoemann

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