Tiny Ooze, Unaligned
Armor Class 11 cup
Hit Points 11 (2d4 + 6)
Speed 10 ft., Climb 10 ft.
STR
1 (-5)
DEX
10 (+0)
CON
16 (+3)
INT
3 (-4)
WIS
13 (+1)
CHA
4 (-3)
Skills Stealth +2
Damage Resistances Acid
Condition Immunities Blinded, Exhaustion, Prone, Unconscious
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 11
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

False Appearance. While the ooze remains motionless, it is indistinguishable from an cup of coffee. 

The Cup. A enchanted mug that can bring the ooze back to life if placed back inside within 24 hours. The two are magically linked and this effect does not work on other creatures. The Ooze calls this mug its home and uses it as armor. 

Blood Trade. You can take a sip of the ooze taking 1d4 acid damage. In trade you receive 10 temp hit points. Make a DC11 Wisdom Save (each sip) or you must then take 1 sip every 12 hours or gain a level of exhaustion each. The exhaustion level's increase every 12 hours a sip is not taken. Addiction ends if you go 48 hours without a sip. Taking a sip removes all levels of exhaustion that where gained from its absence. (This does not removes exhaustion levels from other means) 

Actions

Unarmed Attack. 1d20+2 to hit. 5ft reach. 1 target. 1 acid damage on a hit. 

Silver Spoon. A magical utensil enchanted to withstand the acid corrosion from the Ooze, just like the mug it uses as a home and armor. 1d20+2 to hit. 5ft reach. 1 target. 1 bludgeoning damage on a hit. 

Description

A witch experimented on a Ooze and a cup of old coffee. Now it provides temp hit points to those that drink it with a trade off of health. The Ooze has two magical items being a cup, and a silver spoon to help its daily way of life. 

Habitat: UnderdarkUrban

TheJesterFairy