Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Armor and weapons do not follow below 4 inches.
Collecting form. when a creature strikes the Ooze, they must make a DC 12 Strength saving throw. If the creature fails, the weapon is taken away. If this happens, the ooze gains +1 to AC. if the creature makes an unarmed strike, they become stuck and take 2d6 damage per turn until they make a successful DC 19 strength check, or the ooze dies. When another creature fails an attack roll by 10 or more against the Ooze, the stuck creature takes the damage instead.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) acid damage plus 3 (1d6) bludgeoning damage.
Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) acid damage. In addition, the creature must make a DC 16 strength saving throw or have 1 random piece of equipment taken. when equipment is taken, the Ooze gets +1 to AC for a weapon and +2 for armor or shields.
Description
The Collector Ooze wanders around dungeons, caves, and swamps looking for bits and bobs to stick to itself and use as armor.
Previous Versions
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2/28/2024 2:19:16 AM
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5
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2/29/2024 12:43:11 AM
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6
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0
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Coming Soon
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