Large Ooze, Unaligned
Armor Class 12
Hit Points 68 (8d10 + 24)
Speed 20 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
2 (-4)
WIS
4 (-3)
CHA
4 (-3)
Damage Resistances Bludgeoning
Damage Immunities Poison
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 7
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

Bonus Actions

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.

Reactions

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.

Habitat: Urban

Kroklokwafzi

Comments

Posts Quoted:
Reply
Clear All Quotes