Large Ooze, Lawful Evil
Armor Class 16 (armor plates)
Hit Points 52 (7d8 + 14)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws STR +6, CON +5
Skills Deception +4, Intimidation +4, Persuasion +4
Damage Vulnerabilities Psychic
Damage Resistances Acid, Poison
Senses Darkvision 60 ft. (can see through magical darkness), Passive Perception 9
Languages Aquan Plasmoid, Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Hold Breath. Blobben can hold its breath for 1 hour.

Actions

Multiattack. Blobben makes two attacks.  Blobben cannot use the same attack twice in one round.

Pseudopod. Melee Weapon Attack: +6 to hit (with advantage if the plasmoid has one or more allies within 10 feet of itself), reach 10 ft., one target. Hit: 11 (2d6 + 3) bludgeoning damage.

Flamebolt. RangedWeapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 6 (1d10 + 2) fire damage.

Fragmentation Grenade. Special Weapon Attack: Blobben throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a DC 13 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one. After Blobben throws the grenade, roll a d6; on a roll of 4 or lower, Blobben has no more grenades to throw.

Reactions

Acid Splash. Blobben splashes an enemy that his him with a melee attack using acidic goo.  The attacker must make a DC13 Dexterity saving throw or take 1d10 acid damage or half damage on a successful saving throw.

Legendary Actions

Blobben can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Blobben regains spent legendary actions at the start of its turn.

Attack. Blobben makes one attack.  Blobben cannot use the same attack twice in one round.

Automated Repairs (Costs 2 Actions). Blobben regains 3d8+3 Health.  If Blobben would gain more than its full health after using Automated Repairs it becomes Blobben Phase 01 with Health equal to the extra gained over max.

Description

On occasion, due to some biological anomaly, a plasmoid balloons in size upon reaching adulthood (around the age of twenty years). Plasmoids who use their increased size and strength to boss around smaller, weaker creatures can easily end up in positions of power, surrounded by loyal underlings, sycophants, and would-be usurpers. A plasmoid boss might be the master of a guild, the leader of a criminal enterprise, the lord of a plasmoid community, or the captain of a spelljamming ship. Regardless of the roles they secure for themselves, plasmoid bosses need no small amount of charm and wit, in addition to their strength and size, to stay in power for long.


Plasmoids

Plasmoids are intelligent oozes that can alter their shape at will. Their amorphous bodies have a soft, malleable texture, and plasmoids can extrude up to five pseudopods, each one up to 5 feet long. They use their pseudopods for locomotion as well as for manipulating objects.

Every plasmoid has a mass of nerves for a brain. Plasmoids don’t have internal organs as humans know them, but they have pores through which they absorb oxygen. Up to four times in its life, a plasmoid can reproduce by joining with another member of its species. After this merging, the two plasmoids separate, and one of them (determined randomly) divides in half. When a plasmoid splits in two, one of the resulting creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent.

A plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality.

Levistus

Comments

Posts Quoted:
Reply
Clear All Quotes