Huge Ooze, Unaligned
Armor Class 10
Hit Points 200 (16d12 + 96)
Speed 20 ft., Climb 20 ft., Swim 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
22 (+6)
INT
3 (-4)
WIS
12 (+1)
CHA
1 (-5)
Saving Throws STR +8
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold
Damage Immunities Lightning, Necrotic, Piercing
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 11
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

Liquid Body. Creatures can move through the ooze's space as if it was a body of water. Creatures without a swim speed move at half speed.

Corrosive Form. When a creature enters the ooze's space for the first time on a turn or starts its turn there, it takes 7 (2d6) necrotic damage.

Actions

Multiattack. The ooze makes two Viscous Lob attacks.

Viscous Lob. Ranged Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) necrotic damage. On a hit the creature must make a Strength saving throw (save DC 16) or be restrained for one minute. The creature can remake the save at the end of each of it's turns, ending the condition on a success.

 Body Slam (Recharge 5-6). The ooze violently lurches it's body forward 15 feet, moving into a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Dexterity saving throw or be knocked prone inside the ooze and take 18 (4d6 + 4) bludgeoning damage plus 14 (4d6) necrotic damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the ooze's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the ooze's space. 

Dance Macabre. The ooze commands each skeleton it controls to defend itself. All skeletons spend their reaction to move up to their movement speed and make a single Bone Claw attack.

Bonus Actions

Ooze Puppet. The ooze covers a pile of bones within it's body with it's sludge, and spends 10 hit points to animate a skeleton. It uses the Jelly Skelly stat block. The skeleton acts immediately after the ooze in initiative. 

Reactions

It's Alive! When the ooze is subjected to lightning damage, it will immediately perform the Ooze Puppet action. 

Description

The Crypt Ooze is a huge, dark green mass of viscous fluid, seemingly filled with parts of it's former victims. As long as it is left alone, it is content with simply lounging in a dark and damp location, only ever moving to catch prey that happen to stumble into it's territory. If something does catch it's attention it tends to send out more nimble extentions of itself, made out of the bones of it's previous victims. 

Lair and Lair Actions

When fighting inside its lair, a Crypt Ooze can exert it's influence on the surroundings to take lair actions. It can't take the same action twice in a row. On initiative count 20 (losing initiative ties), the ooze takes a lair action to cause one of the following effects:

  • The ooze performs the Ooze Puppet action on any bones within 60 feet. 
  • The ooze melts into the surrounding water and reappears up to 60 feet away from its initial location. 
  • The ground in a 20-foot radius around the ooze briefly becomes a viscous bog. Every creature caught in it must make a Strength saving throw (save DC 16) or move at half speed until the end of their next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
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Habitat: SwampUnderdarkUnderwater

ReclusiveReader1

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