Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Aversion to Fire. If the ooze takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Hangover. If the ooze reduces a creature to 0 hit points, that creature gains one level of exhaustion and its exhaustion level is not reduced at the end of its next long rest.
Multiattack. The ooze makes two Pseudopod attacks. The ooze can replace one Pseudopod attack with its Vomit, if available.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Vomit (Recharge 6). The ooze expels a spray of its gelatinous mass in a 20-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t poisoned.
Wide Swings. If the ooze misses with its Pseudopod attack, it can use a bonus action to make another Pseudopod attack against a different creature within reach. This attack is made with disadvantage.
Tipsy Sway. When a creature misses the ooze with a melee attack roll, it can use its reaction to cause that attack to hit one creature of its choice, other than the attacker, that it can see within 5 feet of the attacker.
Comments