Large Ooze, Neutral Evil
Armor Class 12 Natural
Hit Points 76 (6d12 + 4)
Speed 20 ft., Climb 20 ft.
STR
16 (+3)
DEX
6 (-2)
CON
17 (+3)
INT
6 (-2)
WIS
8 (-1)
CHA
3 (-4)
Damage Vulnerabilities Radiant
Damage Resistances Acid, Necrotic; Slashing and Piercing from Nonmagical Attacks
Damage Immunities Bludgeoning, Piercing, Poison
Senses Passive Perception 9
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits
Spider Climb: The Vampiric Ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 
Vampiric Absorption: Any creature that starts its turn within 5 feet of the Vampiric Ooze or an engulfed creature takes 7 (2d6) necrotic damage, and the ooze regains hit points equal to the damage taken.
 
Translucent: Even when the Vampiric Ooze is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a hidden ooze. A creature that tries to enter the ooze’s space while unaware of it is surprised by the ooze.
Actions
Multiattack: The Vampiric Ooze makes two pseudopod attacks.
 
Pseudopod: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) acid damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of its next turn.
 
Engulf: The Vampiric Ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 13 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature's space, and the creature takes 14 (3d6 + 3) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 14 (3d6 + 3) acid damage at the start of each of the ooze's turns. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.
Bonus Actions

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Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Description: A strange amalgamation of a gelatinous cube and a vampire who once tried to escape it, now trapped eternally within. The Vampiric Ooze moves with a chilling grace, its semi-transparent structure revealing a ghastly, preserved vampire struggling within. The air around it grows unnaturally cold, and a sinister intelligence gleams within the ooze, making it a unique and terrifying entity.

Lore: Legends speak of an ambitious vampire who delved too deeply into forbidden alchemical experiments involving oozes and vampirism. Tragically trapped in his own creation, this hybrid now roams ancient ruins and dark woodlands, seeking to consume any living matter to satiate its eternal hunger.

Lair and Lair Actions

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Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
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If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: SwampUnderdark

TowerofDeath

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