| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 6 | −2 | −2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 6 | −2 | −2 |
| CHA | 1 | −5 | −5 |
Amorphous. The habit can move through a space as narrow as 1 inch without expending extra movement to do so.
Spider Climb. The habit can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Cold damage.
Engulf. The habit can only use this attack if it is Large. The habit moves up to its Speed without provoking Opportunity Attacks. The habit can move through the spaces of Medium or smaller creatures. Dexterity Saving Throw: DC 13, each creature whose space the habit enters for the first time during this move. Failure: 12 (3d6 + 2) Cold damage, and the target is engulfed. An engulfed target is suffocating, can’t cast spells with a Verbal component, has the Restrained condition, and takes 12 (3d6 + 2) Cold damage at the start of each of the habit’s turns. When the habit moves, the engulfed target does not move with it, and if the habit leaves its space, the creature is released. An engulfed target can try to escape by taking an action to make a DC 13 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the habit. If there is no unoccupied space, the target fails the save instead.
Split. Trigger: While the habit is Large or Medium and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The habit splits into two new Bad Habits. Each new habit is one size smaller than the original habit and acts on its Initiative. The original habit’s Hit Points are divided evenly between the new habits (round down).
Mold Growth. Trigger: While the habit is Medium, it is subjected to Fire damage. Response: The habit gains temporary hit points equal to half of the damage the attack would normally inflict before Resistance/Immunity. If the amount of temporary hit points the habit gains exceeds the amount of damage it is currently suffering, the habit grows to Large size and can make use of its Engulf attack.
Description
Created in a terrible accident by monks attempting to create a new alchemical treatment for burns, the Bad Habit is a combination of an Ochre Jelly and Brown Mold. The jelly tends to shape itself into a vaguely humanoid form, and from a distance, appears to be the back of a monk wearing a brown habit standing, groveling, or laying prone- or, occasionally, uncannily clinging to a wall or ceiling. Like Brown Mold, the Bad Habit seeks heat, though it is insulated by its own ooze form, so its most effective means of absorbing that heat is by physical contact. This insulation also protects it from instant destruction by cold, though it is still vulnerable to sources of that type of damage.
It is thought that the Bad Habit is caught between the influence of Zuggtmoy and Juiblex, the tiniest mote of the war over Shedaklah, the Abyssal Slime Pits, waging within its body, a mix of fungus and ooze.
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