Large Ooze, Chaotic Evil
Armor Class 16 Natural armor
Hit Points 95 (10d10 + 40)
Speed 30 ft., Climb 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
4 (-3)
CHA
2 (-4)
Damage Resistances Acid, Necrotic
Condition Immunities Blinded, Deafened, Grappled, Prone, Restrained
Senses Blindsight 120 ft (blind beyond this radius), Passive Perception 7
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Blood Frenzy. The blood amalgam has advantage on melee attack rolls against any creature that doesn't have all of its hit-points.

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

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

Actions

Multiattack. The blood amalgam makes two Gore attacks.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 5) necrotic damage. 

Blood Spit (Recharge 6). The blood amalgam expels a spray of its gelatinous mass in a 30-foot line that is 5-feet wide. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 22 (4d10) acid damage and is pulled up to 30 feet straight towards the amalgam. On a successful save, the creature takes half as much damage and isn't pulled.

c00lcatz

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