Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage.
Regeneration. The ooze regains 10 hit points at the start of its turn if it has at least 1 hit point.
Stationary. The ooze cannot be moved or knocked prone.
Multiattack. The Ancient Ooze makes three Eyestalk attacks.
Eyestalk. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 4) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the ooze can’t use the same eyestalk on another target.
Acidic Retaliation: When a creature within 10 feet of the Ancient Ooze hits it with an attack, the ooze can use its reaction to spray acid in retaliation. The attacker must make a DC 13 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.
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
DESCRIPTION
As you step into the cistern, the air grows thick with the stench of decay and putrid water. The dim light reveals a large pool of murky sewer water at the center of the chamber. Suddenly, the water begins to churn, and from its depths, an enormous, amorphous mass starts to rise. Slime and filth cascade off its undulating form as three thick, oozy stalks break the surface, each topped with a glistening, unblinking eye. The eyes swivel independently, fixing their malevolent gaze upon you, and a low, gurgling sound echoes through the chamber.
Roll initiative.
COMBAT STRATEGY
- The Ancient Ooze uses its Eyestalk attacks to grapple and restrain adventurers, making them easy targets for further attacks.
- It uses its lair actions to control the battlefield, summoning Peepers to give it advantage and using the Mucky Water lair action to disrupt the party's positioning.
- The ooze relies on its high reach to keep pressure on the adventurers, making it difficult for them to stay at a safe distance.
Lair and Lair Actions
The Ancient Ooze's lair is a large cistern with sewer water. The area is dimly lit, and the water is about 5 feet deep in its central pool. The ooze is anchored in the center, emerging from a deeper pool.
Lair Actions
On initiative count 20 (losing initiative ties), the Ancient Ooze can take one of the following lair actions; it can’t use the same lair action two rounds in a row:
- Spawn Peepers: The ooze summons 1d2 Peepers to unoccupied spaces within 30 feet of it. The Peepers act on the same initiative count as the ooze and take their turns immediately after it.
- Acidic Surge: The ooze releases a wave of acid. Each creature within 10 feet of the ooze must make a DC 16 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
- Mucky Water: The water in the cistern becomes turbulent and murky. Each creature of the ooze's choice within 30 feet of it must succeed on a DC 15 Strength saving throw or be pulled 10 feet closer to the ooze and knocked prone.
Comments