Small Ooze, Any Good Alignment
Armor Class 15 Natural armor
Hit Points 6 (6d12)
Speed 10 ft.
STR
8 (-1)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
5 (-3)
CHA
18 (+4)
Saving Throws CON +5, CHA +6
Damage Vulnerabilities Fire, Psychic
Damage Resistances Bludgeoning, Cold
Damage Immunities Acid, Piercing, Poison, Slashing
Senses Passive Perception 10
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Jump by. Chopi doesn't provoke opportunity attacks when it moves out of an enemy's  reach.

Leaps and Bounds. Chopi can long jump or high jump up top five times its dexterity score without a running start.

Pleasing Odor. The surface of Chopi emits a pleasing odor that could hardly be conceal

Gelatinous Movement. Chopi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, it can move through difficult terrain as if it were normal terrain. 

Imitate. Chopi can imitate the shape and appearance of any other creature or object it knows the appearance of. It may also take on a vaguely humanoid form. Using this ability, the slime does not have the powers or abilities of the original creature or object. The slime still looks gelatinous in this form and remains the same color it was before the imitation

Hungry. Chopi must absorb Metal or organic objects up to 5 pounds a day. The objects are disolved in a 6 hours spam. As an action, the jelly can regurgitate one of its absorbed objects. If it does not eat, it will lose control and eventually die a horrible dead. 

Actions

Tickle-Wrestling. Chopi moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever Chopi enters a creature's space, the creature must make a DC 15 Dexterity saving throw.

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

On a failed save, Chopi enters the creature's space, and the creature heals 13 (4d6) damage and is tickle-wrestled. The tickle-wrestled creature can breathe, but is restrained, and immediately feels really good. This effect cures depression, anxiety, loneliness, rage, ex.. 

A tickle-wrestled creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of Chopi.

Chopi will automatically release anyone that asks nicely. 

 

Reactions

Sticky.  As a reaction Chopi can choose to adhere to any object or creature it makes contact with. 

The target must succeed on an athletics check (DC 16) or have a body part engulfed by Chopi. The chosen part must be reasonable (you can't go for a goblins head if you are on the ground). An ally can use their bonus action to pick up and throw Chopi away. Chopi cannot take actions on its turn while engulfing something if it is not touching the ground. Chopi sinks down onto the creature one two inches per turn.

While adhered, the only action Chopi can take is to release adhesion.

Description

Chopi is a loyal servant, and the best friend an humanoid could have. 

Habitat: Urban

TigerMaskBoy

Comments

Posts Quoted:
Reply
Clear All Quotes