Huge Ooze
Armor Class 17 Natural Armor
Hit Points 175 (14d12 + 84)
Speed 45 ft., Walk 45 ft.
STR
22 (+6)
DEX
15 (+2)
CON
22 (+6)
INT
18 (+4)
WIS
14 (+2)
CHA
5 (-3)
Skills Perception +9, Stealth +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 120 ft. (Blind beyond this radius), Passive Perception 16
Languages Common Understands common but can't speak, Telepathy 60 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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

Web Sense. While in contact with a web, the ooze knows the exact location of any other creature in contact with the same web.

Intelligent Predator. The ooze has advantage on Wisdom (Perception) checks that rely on sight.

Silent Predator. The ooze can move silently across its webs and through the forest. It has advantage on Dexterity (Stealth) checks and cannot be detected by tremorsense.

Actions

Multiattack. The Weaver Ooze makes two attacks: one with its pseudopod and one with its bite.

Pseudopod. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit:  18 (3d8 + 6) bludgeoning plus 14 (4d6) acid damage. 

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one. 

Engulf. The Weaver Ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 18 Dexterity saving throw. On a successful save, the creature can choose to be pushed feet 5 feet back or to the side of the ooze. On a failed save, the creature takes 18 (4d8) acid damage and is engulfed. The engulfed creature can't breath, is restrained, and takes 36 (8d8) acid damage at the start of the ooze's turns. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 18 strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. 

Mind Lure. The Weaver Ooze targets one creature it can see within 60 feet on it. The target must succeed on a DC 16 Wisdom saving throw or be magically drawn to the Weaver Ooze. The target is compelled to move up to its speed in a direction of the Weaver Ooze's choice during its next turn, and it can willingly move into the Spider Ooze's space where it may be engulfed.

Reactions

Web Retreat. When the Weaver Ooze drops to half of its total hit points, it can use its reaction to create a dense web shield around itself. It gains +2 bonus to AC, and all incoming damage is reduced by half until the start of its next turn. This ability can only be used once per day.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Forest

Chickap00

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