Acid Glob. ranged attack dealing 1d6 acid damage at the start of each turn and at the end of each players turn
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.
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 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. 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.
they are peaceful creatures only attacking when necessary they may have treasure for you if your nice enough
Description
The adult versions are about 10-20 feet tall as the younger ones can fit on the average persons shoulder without problems
Lair and Lair Actions
Filled with skeletons with an strange green ooze leaking out of them it is a rather large cave there might be smaller variants sliding around
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