Huge Ooze, Any Evil Alignment
Armor Class 20 natural armour
Hit Points 300 (30d10 + 5)
Speed 25 ft.
STR
16 (+3)
DEX
8 (-1)
CON
20 (+5)
INT
4 (-3)
WIS
12 (+1)
CHA
4 (-3)
Saving Throws STR +9, CON +11
Damage Resistances Damage of the type matching the animated breath's form (acid, cold, fire, lightning, or poison)
Damage Immunities Bludgeoning, Piercing, and Slashing that is Nonmagical
Senses Blindsight 30, Tremorsense 120, Passive Perception 20
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Special Trait Name. divided we stand

each time this creature is dropped to 0 hit point it splits in half with half it max hit points every time doubling till it turns into a small creature and it hit points drop to zero.

Special Trait Name. together we're strong

if one of the splits is not killed in 2 turns since it regroups with another ooze that heals the it by its remaining health.

Special Trait Name. holy growth

if hit with radiant damage heal and if it heals equal to its health it increases to the next size.

Actions

Action Name. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage. 

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. absorption

when attacked it is able to grapple a attacker into itself dc 16 strength saving throw

Legendary Actions

Enter the description for how legendary actions work for your monster here.

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

Mythic Actions

Enter the description for how mythic actions work for your monster here.

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

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

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.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: undeadAbominations

Saina11190

Comments

Posts Quoted:
Reply
Clear All Quotes