Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing
Signature Attack (Pseudopod). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) bludgeoning damage.
1st Level: Distracting Attack (2 Ferocity). The ooze makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the ooze's next turn has advantage.
3rd Level: Clever Goop (5 Ferocity). The ooze takes the hide action and makes a signature attack (in either order). If the attack hits a Large or smaller creature, the target is knocked prone. While the ooze is hidden in this way, they can approach a creature or move where they’re clearly visible without automatically giving away their position.
5th Level: Crimson Feast (8 Ferocity). The ooze attempts to enter the body of a creature they can see within 5 feet of them who isn’t a Construct or an Undead. The target must make a DC 14 Constitution saving throw. On a failed save, the ooze melds into the target, who takes 4d6 necrotic damage, becomes the ooze’s host, and is poisoned until the ooze exits the host.
While melded, the ooze has total cover against attacks and other effects originating outside the host, and they can’t take any action except to exit the host as a bonus action. At the start of each of the ooze’s turns, the host must make a DC 14 Constitution saving throw. On a failed save, the host takes 4d6 necrotic damage and remains melded. On a successful save, the host takes half as much damage and the ooze exits the host. If the host dies or is subject to a cure ailment power, a protection from poison or lesser restoration spell, or a similar supernatural effect, the ooze exits the host.
When the ooze exits the host, they enter an unoccupied space within 5 feet of the host.
Parasitic Symbiosis. If the ooze’s caregiver is within 5 feet of them, the ooze moves inside their caregiver. While inside their caregiver, the ooze has total cover against attacks and other effects originating outside the caregiver. The ooze can exit the caregiver by using another bonus action, entering an unoccupied space within 5 feet of the caregiver.
Quick Cure (1/Day). While inside their caregiver (see Parasitic Symbiosis), the ooze cleanses their caregiver’s blood, ending the paralyzed and poisoned conditions on the caregiver.
Description
Blood-borne oozes form when ambient necrotic energy seeps into the blood of a corpse. Hunger drives these creatures to slither from their rotting birthplace, seeking to feed on the bodily fluids of a living victim—from the inside.
Outside a host body, a blood-borne ooze resembles a gelatinous pool of blood mixed with other bodily ichor. The ooze’s ability to permeate skin—living or dead—allows them to infect unsuspecting mourners, coroners, gravediggers, or other individuals who frequent cemeteries.
Hidden Parasites. Whenever possible, a blood-borne ooze prefers to feed stealthily, inhabiting a host and draining their vitality over an extended period. Through careful feeding, an ooze can exist inside the same host for weeks before symptoms become apparent. Even then, the cause is commonly misdiagnosed until it’s too late.
BLOOD-BORNE SURPRISE
A blood-borne ooze doesn’t have to start consuming their host the moment the parasite enters the body. Instead, the ooze might enjoy the host’s protection for a while, eating only when hungry. The characters could battle a foe only to have a blood-borne ooze or three suddenly emerge after damaging the enemy.
Ferocity
Companions are dangerous creatures. Though often more docile than their wild counterparts, they aren’t fully domesticated. Each companion’s ferocity is a measure of their tenacity and fury, and of how those things build in battle. As a companion’s ferocity increases, they gain access to powerful new actions, but they also become more difficult for a caregiver to control.
If a companion isn’t incapacitated at the start of their and their caregiver’s turn, their ferocity increases by 1d4 + the number of enemies the companion can see or hear within 5 feet of them. For the purpose of increasing ferocity, a group of creatures who share a single stat block (such as a swarm of rats) counts as one creature. Ferocity increases round after round during combat, and there is no maximum to the level of ferocity a companion can gain.
Rampage
After rolling to increase ferocity at the start of their turn, if a companion has 10 ferocity or more and isn’t incapacitated, they run the risk of entering a rampage. The companion’s caregiver can make a Wisdom (Animal Handling) check (no action required) to try to stop the companion from entering a rampage. To make the check, the caregiver must not be incapacitated, and the companion must be able to see or hear the caregiver. The DC for the check equals 5 + the companion’s ferocity. On a success, the companion acts normally on their turn. On a failure, or if the caregiver doesn’t make the check, the companion enters a rampage.
When a companion enters a rampage, they immediately move up to their speed toward the nearest creature they can sense and attack that creature with their signature attack, dealing extra damage equal to half their ferocity if the attack hits. If at least one ally and one enemy are nearest and equidistant to the companion, the caregiver’s player rolls any die. On an odd number, the companion attacks an ally. On an even number, the companion attacks an enemy. The caregiver’s player determines which specific equidistant ally or enemy the companion engages (and can choose their own character if they wish).
A companion who can’t reach a creature to attack while in a rampage uses the Dash action to move as far as they can toward the nearest creature they can sense. If a companion can’t sense any potential targets, they move as far as they can in a random direction determined by the GM, avoiding danger.
When a companion who has entered a rampage resolves their action or ends their turn, their ferocity drops to 0 and they’re no longer in a rampage.
Reducing Ferocity
To prevent a companion from entering a dangerous rampage, a caregiver has several options at their disposal for reducing the creature’s ferocity.
Ferocity Actions. Each companion has three actions in their stat block that cost ferocity to use. To use one of these ferocity actions, the caregiver’s character level must be equal to or greater than the ferocity action’s level, and the companion must spend the necessary amount of ferocity before they use the action. If the companion doesn’t have enough ferocity to spend, they can’t use the action.
Ferocity actions always use the companion’s action, meaning they can’t be used as part of an opportunity attack. Ferocity actions can’t be used while a companion is in a rampage.
End of Combat. When a combat encounter involving a companion ends and the companion isn’t dying, the companion regains hit points equal to their ferocity, and their ferocity drops to 0. The GM determines when a combat encounter ends, typically at the point when creatures stop acting in initiative order.
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