Tiny Ooze, Chaotic Good
Armor Class 12 none
Hit Points 8 (1d20)
Speed 20 ft., leaves a thin trail of slime behind itself that can be tracked with a dc 12 survival check.
STR
7 (-2)
DEX
14 (+2)
CON
10 (+0)
INT
8 (-1)
WIS
6 (-2)
CHA
8 (-1)
Saving Throws DEX +4
Skills Stealth +6
Damage Resistances Acid
Condition Immunities Blinded, Deafened, Grappled, Poisoned
Senses Darkvision, Passive Perception 8
Languages Understands and can communicate general emotions with telepathy but not anything specific.
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

YEET. A creature that has earned Blobby's trust can attempt to throw Blobby up to 25 ft at an enemy attaching Blobby to the enemy on a hit as if it hit a grab attack.  If a creature that has not earned Blobby's trust tries this, it gets hit by Grab.

Actions

Action Name. Enter the description for your action.

Grab. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: (1d4 + 1) acid damage.  The creature hit has the blob attached to it and can use its action to attempt to pry the blob off of itself doing a dc 14 athletics check.  This blob automatically hits a target it is currently attached to.

Bonus Actions

Slide away.  This monster can use its bonus action to move an extra 15ft. This does not work in difficult terrain.

Reactions

Reaction Name. Enter the description for your action.

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

Mythic Action Name. 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

This is a round Blob that is a blueish-green color.  It generally does not attack first and is peaceful unless it feels threatened.  Someone can earn its trust by giving making a dc 14 animal handling check, if you feed it before attempting this check then you have advantage on the check.

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: Any

Habitat: Any

I_needed_a_charcter_sheet

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