Large Ooze, Neutral
Armor Class 6 Natural
Hit Points 100 (9d12 + 40)
Speed 15 ft.
STR
14 (+2)
DEX
3 (-4)
CON
20 (+5)
INT
1 (-5)
WIS
6 (-2)
CHA
10 (+0)
Skills Stealth +11
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages Deep Speech --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 3d6 acid damage.

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Actions

Fling. The Blob throws itself it's movement distance and hits and enemy with a + 2 to hit and does 4d20 physical damage and the creature it hits has to do a DC 12 dexterity saving throw or be Engulfed. 

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

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

On a failed save, the cube enters the creature's space, and the creature takes 3d6 acid damage and is engulfed.  When the cube moves, the engulfed creature moves with it.

An engulfed 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 the cube.

Habitat: Underdark

Dragoninry