Large Ooze, Chaotic Neutral
Armor Class 15 natural armor
Hit Points 96 (10d6 + 50)
Speed 25 ft.
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
14 (+2)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws INT +6, WIS +4
Skills Animal Handling +6, Arcana +8, Nature +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Fire, Lightning
Senses Blindsight 120 ft, Passive Perception 10
Languages Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Nauseating Film. When you make a successful melee attack, you coat a portion of the target in reeking film. Creatures affected must succeed a DC18 Constitution save or become sickened for 1d4 + 1 rounds. On a successful save, they are sickened for 1 round. Another creature can use a full round action to scrape the film off of the target, causing the effect to only last 1 round if it would last longer.

Rolling Inferno. You are both volatile and flammable. Any exposure to lightning or fire damage causes you to alight in flames causing an explosion that effects all creatures within 20 ft of you. Creatures must succeed a DC18 Dexterity save or take 5d6 fire damage. You remain burning for 1 minute unless extinguished. While lit, your Nauseating Film ability deals 1d6 fire damage along with the normal effects. Additionally, while burning, you cause oil smoke that partially conceals you. Creatures have disadvantage to hit you while farther than 5ft from  you.
Water does not extinguish the flames, but if you take cold damage or are subjected to the spell gust of wind. 

Athame. Your athame counts as a magic weapon. Your athame disappears back into the extradimensional space if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use your action to summon it again, or if you dismiss it (no action required). You can choose whether or not your athame disappears when it is farther than 5 feet from you. If you choose to do this, you may instead use a reaction to call it back to your hand and have it instantly teleport into your grasp. When formed this way, your athame cannot be disarmed unless you wish it.

Athame Spell-Storing. When you reach 10th level, you gain the ability to store one spell of 4th level or lower inside of your athame as an action. The spell remains there for 7 days. During this time, you can release the spell as a bonus action or reaction, but the spell otherwise functions as normal. If you have not expended the spell by the end of the 7 days, you take 1d8 per level of the spell in psychic damage and the spell is lost.

Magic Potions. Starting at 1st level when you choose this coven, you learn how to transfer your magic into potions. To create a potion, you gather herbs and minerals as well as material components normally used to make the spell. You spend 1 hour per level of the spell working in your cauldron to create a potion. The potions are detected by spells such as detect magic, identify, or similar magic. You can only have a number of potions equal to your Intelligence modifier plus your Proficiency Bonus at any time.

Everfull Bag. At 3rd level, you learn how to create a small magical bag which holds your tools (Either your alchemist’s supplies, herbalism kit, or poisoner’s kit) and reduces its weight to 1 pound. Unless the supplies have significant gold cost or rarity, you always have them in the bag and do not run out of supplies to make potions. If the bag is ever lost or destroyed, you can spend 50 gp on supplies and craft a new bag over the course of 3 days.

Beast Mimicry. Starting at 7th level, you have developed a potion that allows you to transform into a more bestial shape. You can prepare this potion in place of a potion you would normally create. When you imbibe this potion, you are treated as casting polymorph on yourself. Your Intelligence, Wisdom, and Charisma scores all remain the same, but you cannot speak in this form nor can you cast spells with verbal or somatic components. This form lasts for 1 hour per hour you spent preparing it. Your new form has hit points equal to your level unless the beast’s hit points would be higher, and the effect ends when this form is reduced to 0 hit points or when the time limit ends. Additionally, you must choose what kind of beast you wish to become when you make the potion, using hair, teeth, or nails (for example) as ingredients.

Incredible Ward.  As an action, you can expend a 1st level spell slot and touch one willing creature, warding them from harm for the next hour. While they are warded, you are aware of where they are and their emotional state so long as they stay within 10 miles of you and you can telepathically speak to them within that range.
The next time that creature takes damage in the next hour, the ward explodes around them and they gain a number of temporary hit points equal to your proficiency bonus plus your Intelligence modifier, which takes as much of the triggering damage as possible. Once the ward is activated, you can no longer locate them or sense their emotions. When your ward is activated, all creatures within 10 feet of the warded creature must succeed on a Constitution saving throw or take force damage equal to the temporary hit points the warded creature gains, taking half damage on a successful save.
If you expend a spell slot of 2nd level or higher, the target gains additional temporary hit points equal to your proficiency bonus times the level of the slot. You can only have one ward active at a time. If you attempt to ward a second creature, the first ward dissipates and the warded creature gains no benefits from it.

Spellcasting. Your spellcasting ability is Intelligence, with a Spell Save DC 16 and a +8 to hit with spell attacks.

Actions

Extra Attack. When you take the attack action, you can attack twice instead of once.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 15 (2d8 + 6) bludgeoning damage. Creatures hit by your slam attack are subject to Nauseating Film.

Athame. Melee Weapon Attack: +12 to hit, range 10 ft., 1 target. Hit: 8 (1d4 + 6) slashing damage. finesse, reach

Hag's Eye. As an action, you can remove one of your eyes. You do not take damage from this effect. You can be up to 1 mile away from your eye and still see through it as if you were there. You can look through this eye for 1 hour. At the end of the duration, it dissolves into white goo and you regrow the eye. Your eye has a 5ft walking speed, but can only roll along the ground and cannot traverse up stairs or inclines. If the eye is targeted by an effect, attack roll, or make a saving throw, it uses your statistics. As such, any damage it takes or effect it is placed under also affects you. You can use this feature once before taking a long rest.

Bonus Actions

Athame. You can use your bonus action to pull the weapon from the space or have it appear in your hands each time you create it.

Reactions

Rotting Wound. As a reaction when a creature is struck by an attack you can see, and you are within 5 feet of them, you can reach out and send necrotic energies into the wound and cause it to rot. You expend a 1st level spell slot and the creature must succeed on a Constitution saving throw. On a failure, at the start of that creature’s turn, they take 1d8 necrotic damage as the wound begins to fester. This effect lasts 1 minute, but can be ended early by casting lesser restoration or other effects that remove disease. They repeat the save at the end of each turn, potentially ending the effect on themselves on a success.

Nom4Dissy

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