Small Ooze, Chaotic Evil
Armor Class 11 Natural
Hit Points 9 (1d6)
Speed 25 ft.
STR
9 (-1)
DEX
16 (+3)
CON
6 (-2)
INT
8 (-1)
WIS
3 (-4)
CHA
4 (-3)
Saving Throws DEX +5
Damage Vulnerabilities Acid, Fire
Senses Passive Perception 8
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 3) bludgeoning damage.

Description

Minions of the Clorp King, Blorgus, they were instructed to hide in the ground and wait to attack. Once they jump out, they will usually come in groups of 3. They will try to body slam you, and they body slam pretty hard, too! Thankfully, they usually miss. But be careful. You don't want to have three of them on you at once.

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.

Buxix

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