Tiny Ooze, Neutral Evil
Armor Class 13 natural armor
Hit Points 14 (4d4 + 4)
Speed 20 ft.
STR
8 (-1)
DEX
15 (+2)
CON
13 (+1)
INT
1 (-5)
WIS
10 (+0)
CHA
2 (-4)
Skills Stealth +4
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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

Corrosive Form. While the ooze remains motionless, they are indistinguishable from a pool of blood.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 2 (1d4) necrotic damage. If the target is a creature who isn’t a Construct or Undead, they must succeed on a DC 11 Constitution saving throw or the ooze melds into the target’s body. While inside a creature, the ooze has total cover against attacks and other effects originating outside that host.

If the host creature takes 5 damage or more on a single turn from a source other than the ooze, the ooze must succeed on a DC 12 Constitution saving throw at the end of that turn or exit the host, entering the nearest unoccupied space of the ooze’s choice. A cure ailment power, protection from poison spell, or lesser restoration spell cast on the host also forces the ooze out. By spending 5 feet of their movement, the ooze can voluntarily leave the host’s body.

Crimson Feast (Inside Host Only). The ooze consumes their host creature’s bodily fluids. The host must make a DC 11 Constitution saving throw. On a failed save, the host takes 5 (2d4) necrotic damage and is poisoned until the end of their next turn. On a successful save, the host takes half as much damage and isn’t poisoned.

Ceeko

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