Armor Class
14
Natural
Hit Points
300
(24d10 + 168)
Speed
30 ft.
STR
16
(+3)
DEX
11
(+0)
CON
24
(+7)
INT
1
(-5)
WIS
9
(-1)
CHA
1
(-5)
Saving Throws
STR +6, CON +10
Damage Vulnerabilities
Slashing
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses
Blindsight 75 ft. (blind beyond this radius), Passive Perception 9
Languages
--
Challenge
6 (2,300 XP)
Proficiency Bonus
+3
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 cannot be seen and 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 14 Strength check, and the creature making the attempt takes 10 (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
Multiattack. Carrion Cube makes two Pseudopod attacks, and one Eject Carcass attack.
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage plus 7 (2d6) acid damage.
Eject Carcass. Ranged Weapon Attack: +3 to hit, range 15/60 ft., one target. Hit: 10 (3d6) bludgeoning damage plus 3 (1d6) acid damage.
Engulf.
The cube moves up to half 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 14 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 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Comments