| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 8 | −1 | −1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 6 | −2 | −2 |
| CHA | 1 | −5 | −5 |
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The ooze makes two Pseudopod attacks. The ooze can replace one Pseudopod attack with its Slime Breath, if available.
Pseudopod. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage plus 4 (1d8) necrotic damage. The ooze regains hit points equal to the necrotic damage dealt.
Blood Surge (Recharge 5–6).The ooze surges violently, spraying blood in a 10-ft. radius. Each creature in that area must succeed on a DC 12 Constitution saving throw or take 7 (2d6) necrotic damage and be blinded until the end of its next turn. On a success, the creature takes half damage and isn’t blinded.
Description
A pulsing, semi-liquid mass of coagulated crimson, the Blood Ooze seeps across stone floors like a living wound. Its surface ripples with faint veins that pulse in time with some forgotten heartbeat, and it stinks of iron and rot. It lashes out with pseudopods that cling, pierce, and drain the very life from its victims. Hunters whisper that blood oozes form wherever too much death and essence corruption saturate the same ground.
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