Huge Ooze, Neutral Evil
Armor Class 17 Natural Armor
Hit Points 280 (20d12 + 20)
Speed
STR
26 (+8)
DEX
6 (-2)
CON
24 (+7)
INT
2 (-4)
WIS
8 (-1)
CHA
2 (-4)
Saving Throws STR +14, CON +13
Damage Immunities Acid, Necrotic, Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft., Passive Perception 9
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Multi-Headed. The Hydra Ooze has 7 heads. While it has more than one head, the hydra ooze has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra ooze takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra ooze dies.

Amorphous. The hydra ooze can move through a space as narrow as 10 inches wide without squeezing.

Blood Leeching. Whenever a creature starts its turn within 10 feet of the Hydra Ooze, it takes 14 (4d6) necrotic damage as the ooze drains its life force. The Hydra gains Hit Points equivalent to the damage done.

Split. When the Hydra Ooze is reduced to 140 hit points or fewer, it can split itself into multiple Ooze creatures, each with between 1 and 7 heads and 10 hit points per head. Each new Ooze creature acts on its own initiative and can act independently. The new Ooze creatures lose the Split trait.

Actions

Blood Spray (Recharge 4-6). The Hydra Ooze violently expels a spray of coagulated blood in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 63 (14d8) necrotic damage on a failed save, or half as much damage on a successful one.

Engulf. The Hydra Ooze attempts to engulf a Large or smaller creature within 10 feet of it. The target must succeed on a DC 18 Strength saving throw or be engulfed. An engulfed creature is blinded, restrained, and unable to breathe, and it takes 35 (10d6) necrotic damage at the start of each of the Hydra Ooze's turns.

While engulfed, the creature has total cover against attacks and other effects outside the Hydra Ooze. The creature can also attempt to escape by succeeding on a DC 18 Strength check. On a success, the creature exits the Hydra Ooze's space and appears in an unoccupied space of its choice within 5 feet of the Hydra Ooze.

Additionally, when a creature starts its turn engulfed by the Hydra Ooze, it must make a DC 18 Constitution saving throw. On a failed save, the creature is unable to breathe and begins suffocating as the Hydra Ooze attempts to forcibly drown it. The creature can repeat the saving throw at the end of each of its turns, ending the suffocation effect on a success..

Reactions

Reflective Split (Recharge 5-6). When the Hydra Ooze is targeted by an attack that would grant advantage against it, it can use its reaction to split its body where the attack would have landed. The attacker must make a DC 18 Dexterity saving throw. On a failed save, the Hydra Ooze attempts to Engulf the attacker. On a successful save, the attack misses the Hydra Ooze entirely.

Habitat: SwampUnderdarkUnderwater

DMDoritoDust

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