Large Aberration, Typically Chaotic Evil
Armor Class 10
Hit Points 45 (6d10 + 12)
Speed 25 ft., Climb 25 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
16 (+3)
Damage Vulnerabilities Fire, Thunder
Damage Resistances Acid
Damage Immunities Lightning, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 12
Languages -- Understands the languages it's host knows but cannot speak on its own.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

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

Corrode Body. Whenever a humanoid creature is inhabited by the blue Symbiote it takes 3 (1d4 + 1) necrotic damage every 24 hours while the Symbiote is inhabiting the creature, this damage also reduces their hit point maximum, of the damage causes the creature to reach 0 hit points, the creature dies. Casting of a greater restoration on the creature restored it's hit maximum.

Symbiotic Connection. While the Symbiote is inhabiting a humanoid creature, they gain a -1 to their strength but a +3 to their dexterity. They also gain advantage on dexterity saving throws, and regain 3 hit points at the start of their turn unless they took thunder or fire damage the rounds before. If the Symbiote wants to take control of the body, it makes a Charisma contest against the host, taking control of the body on a success. The creature can repeat the saving throw every hour, taking back control on a success.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d8 + 1) necrotic damage plus 3 (1d6) acid damage.

Inhabit. The Symbiote makes a psuedopod attack against a humanoid within range, transferring it's mass towards the target. The target must make a DC 13 dexterity saving throw or be inhabited by the Symbiote. While inhabited, the Symbiote cannot be seen unless it uses it Psuedopod abilities, it also cannot be target by spells or attacks. The Symbiote can see through the creatures senses, and if it takes control of the body, has access to any class features or traits the creature has if any. The creature can attempt to expel the creature from their body, making a charisma contest against the Symbiote, sending the Symbiote flying out 10 feet in a random direction on a success. The Symbiote can also be expelled by the Banishment or Protection from Good and Evil spell.

Reactions

Split. When a Symbiote that is Medium or larger is subjected to lightning or slashing damage, it splits into two new Symbiotes if it has at least 10 hit points. Each new jelly has hit points equal to half the original Symbiote's, rounded down. New Symbiotes are one size smaller than the original Symbiote's.

Description

Blue Symbiotes are fast moving oozes that appear as light blue mucks with black vines running throughout the mass. They typically lair in mass colonies in dark crevices on moons and asteroids, taking control of a suitable host when they can. They're nature is corrosive to their hosts and it slowly eats away at them, eventually causing them to find another host. While they are not the most dangerous, they are pesky as they can reproduce fairly quickly compared to other Symbiotes.

Previous Versions

Name Date Modified Views Adds Version Actions
10/8/2022 3:52:48 PM
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1
5e
Coming Soon
ThickGatorade

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