Medium Or Small Ooze, Unaligned
Armor Class 10 Natural Armor
Hit Points 15 (2d6)
Speed 15 ft., Changes depending on host target
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
4 (-3)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws DEX +5
Skills Deception +2
Damage Immunities Acid
Condition Immunities Unconscious
Senses Darkvision, Passive Perception 10
Languages Not Able to communicate with anything other than Assym's unless assimilated as another creature than it knows all languages the host target knows
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Assym's Denial. Once this creature is brought to 0 hit points it is able to assimilate into a 1:1 exact copy of the last living creature to damage it/bring it to zero hit points except the creature will have half the current hp of the host target

(if host has 100 current hp the Assym will assimilate with 50 hp)

(creature must be living does not need to be sentient if killed by a damage that does DoT whoever caused the effect will be the target for the assimilation, even if the original creature died before the Assym did)

(If this creature is killed while not in its original form it permanently dies)

(If this creature is killed by an attack that constitutes as massive damage or instant death Assym's Denial can not take effect)

 

Acid Body. If this Creature is Grappled or hit with an attack that results in the attacker making direct contact (IE. unarmed strike) with the creature the attacker must make a Dexterity saving throw (Dc8 plus Dexterity modifier) or take 1d4 Acid damage.           (Only works in original form)

Ooze Creature. This creature has Advantage on escaping/recovering from the restrained state. (Only works in original form)

Actions

Mitosis. At the start of your turn you are able to make a clone of the creature your target host at the cost of cutting your Hp in half and sharing that other half with you clone. Only the original Assym is able to use this action. (This will end your turn and the clone will move with you on the start of your next turn)

Acid Shot. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage. (Only works in original form)

Bonus Actions

Revert to Self. As a bonus action return to original form

Rapid Regeneration. As a bonus Action recover 2d4 hit points can not exceed hp at the start of Assym's Denail (Can be used in original form as well)

Reactions

Cry of Desperation. As a reaction upon being reduced to 0 hit points the Assym will explode causing every creature within a 5ft radius around the Assym to make a Dexterity saving throw (Dc8 plus Dexterity modifier) or take 1d6 Acid Damage.

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

The Assym is a parasitic type Ooze creature that lives by feeding on foes it kills by dissolving them in its acidic body. This creature represents a large signal celled organism being able to regenerate and reproduce solely by itself, while this creature can be found being alone they are often found in groups of 1-4 often just starting from on the size of the group often dictates how many foes they have eaten.

This creature is able to adapt to situations by morphing its being into whatever it is fighting gaining the abilities of the target host. The Assym is not inherently an intelligent being but is able to act as a hive mind with other Assym as long as they originated from the same Assym.

Once the Assym has assimilated they would be indistinguishable from the host target gaining everything except memories from the host target. And could migrate living as the host target until it chooses to revert.

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.

Cr_Heem

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