Amorphous. All Hail can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple.
Hold Breath. All Hail can hold its breath for 1 hour.
Multiattack. All Hail makes five Pseudopod attacks.
Pseudopod. Melee Weapon Attack: +19 to hit (with advantage if the plasmoid has one or more allies within 10 feet of itself), reach 10 ft., one target. Hit: 70 (20d6 + 10) bludgeoning damage.
Uncanny Dodge. All Hail halves the damage that it takes from an attack that hits it.
Engulf. All Hail moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever All Hail enters a creature's space, the creature must make a DC 25 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of All Hail. 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 30 (10d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 60 (20d6) acid damage at the start of All Hail'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 25 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Description
The current leader of the Great Plasmoid Empire, with an ever-changing name, 'All Hail' directs the Plasmoid race in taking what it believes is their rightful place as the dominate race.
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