Large Ooze, Unaligned
Armor Class 8
Hit Points 68 (8d10 + 24)
Speed 15 ft., Climb 15 ft.
STR
16 (+3)
DEX
6 (-2)
CON
16 (+3)
INT
2 (-4)
WIS
6 (-2)
CHA
1 (-5)
Saving Throws CON +5
Damage Vulnerabilities Fire
Damage Resistances Acid
Damage Immunities Lightning, Poison, Slashing
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

Flammable. If the ooze takes fire damage it must make a DC 20 Constitution saving throw. Upon a failure it bursts into flames. It and any creatures it has engulfed take 21 (6d6) fire damage at the start of each of the ooze's turns. When it takes fire damage at the start of it's turn this way, the ooze ignites any flammable objects that are not being worn or carried that are within 5 feet of it. The fire can be put out if the ooze is subjected to cold damage or if it is fully submerged in water.

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

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and 3 (1d6) poison damage.

Engulf. The ooze moves up to its speed. While doing so, it can enter the space of creatures that are the same size or smaller than it. Whenever the ooze enters a creature's space, the creature must make a DC 13 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the ooze enters the creature's space, and the creature takes 10 (3d6) poison damage and is engulfed. The engulfed creature can't breathe and is restrained, and at the start of each of its turns the creature must make a DC 13 Constitution saving throw against poison. On a failed saving throw they take 10 (3d6) poison damage and become poisoned until they next complete a long rest. While poisoned in this way they are drunk; their movement speed is halved, if they move more than 5 feet during a turn they fall prone at the end of that turn, and they cannot concentrate on spells. On a successful save, they take half as much damage and they are not poisoned.

An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.

Reactions

Split. When an ooze that is Medium or larger is subjected to lightning or slashing damage, it splits into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze's, rounded down. New oozes are one size smaller than the original ooze.

Grow. When an ooze is subjected to poison damage or it moves over a space or an open container containing at least 1 gallon of a poisonous or alcoholic substance, unless it has taken fire damage since the end of its last turn the ooze becomes one size larger and its current and maximum hitpoints are doubled. An ooze that is already Huge or larger cannot use this reaction.

Previous Versions

Name Date Modified Views Adds Version Actions
9/20/2023 9:29:47 PM
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Habitat: Urban

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