Large Ooze, Typically Neutral Evil
Armor Class 10 Natural Armor
Hit Points 22 (3d8 + 9)
Speed 10 ft., Climb 10 ft.
STR
15 (+2)
DEX
10 (+0)
CON
18 (+4)
INT
1 (-5)
WIS
5 (-3)
CHA
2 (-4)
Saving Throws STR +4, CON +6
Skills Athletics +4
Damage Vulnerabilities Piercing
Damage Resistances Acid
Damage Immunities Bludgeoning, Force
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Amorphous. The ooze can move through a space as narrow as 6 inches wide without squeezing. It has disadvantage on any stealth checks while doing this.

Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.

The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

False Appearance. While the ooze remains motionless, it is indistinguishable from mud.

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Description

The Crawling Slop is made of a magical, non-Newtonian, mud-like substance. Its surface hardens at any attack made with too much force, and bludgeoning attacks have no effect on it. However, this means its greatest weakness is a soft touch and a needle.

For DMs:
You can make combats with this creature run so your players have to roll below its AC in order to it, just if you really want to emphasize the non-Newtonian aspect of its makeup.
You can also add on the bonus of only your players attacking with piercing weapons have to hit above its AC, because they have piercing weapons (if you do this, I'd suggest ignoring its vulnerability to piercing damage).

Habitat: Swamp

Mayra_Bastille

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