Necrotic Form. A creature that touches the Ooze or hits it with a melee attack while within 5 ft takes 14 (4d6) Necrotic Damage.
Amorphous. The Ooze can move through a space which is as a narrow as one inch.
Spider Climb. The ooze can move across any difficult surface including walls and even upside down on a ceiling without needing to make an ability check.
Regeneration. The Ooze regenerates 3d6 (11) HPs at the start of each turn as long as it has 1 HP.
Necrotic Absorption. If an attack deals necrotic damage the Ooze is in fact healed for half the necrotic damage that would have been dealt.
Ooze Nature. The Ooze does not require sleep
Magic Weapons. The Oozes attacks are considered magic for the purpose of overcoming resistances.
Magical Resistance. The Ooze has advantage on saving throws against spells an spell like effects.
Artifact Nature. When the Ooze reaches 0 hit points, it doesn't die. Rather it enters a dormant state until it is reactivated (dealt necrotic damage) it can be forced into this dormant state by a 6th level dispel magic. For every day (24hrs starting from the following midnight) the Ooze will heal 10 Hp
Multi Attack. The Ooze makes two attacks, one with its slam and one spore attack.
Slam Attack. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 10 (2d4 + 5) bludgeoning damage & 14 (4d6) Necrotic Damage. Grappled - A medium or smaller creature hit with a slam is considered grappled escape DC16. The Ooze can only grapple one creature at a time
Spore Attack. Cloud Attack: range 5 ft., A cloud of necrotic spores explode from the Ooze hitting all creatures within 5ft. 7 (2d6) Con save DC 16 for half damage. On a fail spores also take hold within the body and each day the creature needs to make a con save DC16 on a if 3 fails take place before 3 passes then another Achoovian Ooze will grow inside the host and will be ready to rip itself out of the host body in 1d3 days dealing 8d6 slashing damage.
Unlikey Form. The Ooze can momentarily, rapidly alter its form to add 5 to its AC against one ranged attack that would otherwise hit.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
For those who have been in the caverns in the mountains above Achoovia, they know only too well about the crystals which contain a necrotic nature. What they may not know is that those who are exposed to the crystals and the environment for too long, risk becoming a host for spores of the Achoovian Necro-Ooze. Growing inside it will eventually rip itself free causing massive damage and usually killing its host.
Once out of the host it takes on a black ichor shapeless ooze shape moving slowly but with purpose.
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.
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