Large Ooze, Unaligned
Armor Class 8
Hit Points 112 (13d10 + 52)
Speed
STR
16 (+3)
DEX
6 (-2)
CON
19 (+4)
INT
2 (-4)
WIS
6 (-2)
CHA
2 (-4)
Saving Throws STR +6, CON +7
Damage Vulnerabilities Fire
Damage Immunities Acid, Cold, Slashing, Thunder
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Restrained
Senses Passive Perception 8
Languages –
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Amorphous. Blue Ooze can move up to 5 cm thick without squeezing.

Arachnid Climbing. Goo can scale difficult surfaces, including upside down ceilings, without having to perform a skill check.

Corrode metal. Any nonmagic weapon made of metal that hits Blue Ooze is eroded. After dealing damage, the weapon suffers a permanent and cumulative penalty of -1 on damage rolls. If the penalty reaches –5, the weapon will be destroyed. Nonmagical ammunition made of sludge-striking metal is destroyed after dealing damage. Sludge can devour up to 5 inches thick non-magical metal in 1 round.

Goo cube. Blue ooze takes up all your space. Other creatures may enter space, but a creature that does is targeted by the Blue Ooze Con and performs a saving throw. Creatures inside Blue Ooze can see but have full coverage. A creature five feet from Blue Ooze can perform an action to pull a creature or object out of Blue Ooze. Doing so requires a successful DC 12 strength check, and the tempting creature takes 10 (3d6) acid damage. Blue Ooze can contain only one Large creature or up to four Medium or smaller creatures at a time.

Corrosive form. A creature that touches Blue Ooze or strikes it with a melee attack within 1.5 yards of it deals 4 (1d8) acid damage. Any nonmagic weapon made of metal or wood that hits Blue Ooze is corroded. After dealing damage, the weapon suffers a permanent and cumulative penalty of -1 on damage rolls. If the penalty reaches –5, the weapon will be destroyed. Nonmagical ammunition made of metal or wood that hits Blue Ooze is destroyed after dealing damage. Blue ooze can devour up to 5 inches thick non-magical metal in 1 round.

Increase. If Blue Ooze suffers damage that leaves it with 10 or fewer hit points, Blue Ooze makes a saving throw in Class 15 of Difficulty. If Blue Ooze succeeds, it will begin to grow into a huge size category. and + 3d10 will be added to your hit points.

Actions

Pseudopod. Melee attack: +5 to hit, range 1.5 m, one target. Hit: 6 (1d6 + 3) damage by concussion plus 18 (3d8) acid damage. In addition, the nonmagical armor worn by the target is partially dissolved and suffers a permanent -1 cumulative penalty to the CA it offers. Armor is destroyed if the penalty reduces AC to 10.

Engulf. Blue ooze moves to your offset. In the meantime, it may enter the space of a Large or smaller creature. When Blue Ooze enters a creature's space, the creature makes a DC 12 Dexterity saving throw. If it obtains resistance, the creature may choose to be pushed 1.5 meters behind or to the side of Blue Ooze. . A creature that chooses not to be pushed suffers the consequences of a failed saving throw. In failed resistance, Blue Ooze enters the creature's space, and the creature takes 10 (3d6) acid damage and is swallowed. The creature involved cannot breathe, is hindered, and suffers 21 (6d6) acid damage at the beginning of each round of Blue Slime. When Blue Ooze moves, the swallowed creature moves with him. A swallowed creature may attempt to escape by using an action to perform a DC 12 Strength check. With one success,

Reactions

Division. When Medium or larger sludge is electrically or severely damaged, it splits into two new sludge if it has at least 12 health. Each new drip has hit points equal to half of the original drip, rounded down. New Ooze is a smaller size category than the original.

Description

Description. Blue Oozes are bluish colored ooze, and what sets it apart from other oozes is that blue oozes have an eye in the center of your body. Blue eyes develop in the dark, avoiding areas of bright light and extreme temperatures. They flow through damp ground, feeding on any creature or object that may dissolve, sliding across the floor, down walls and ceilings, spreading over the edges of underground puddles and squeezing through cracks. Blue ooze is attracted to movement and heat, but emits cold. Meat, wood, metal and bones dissolve when Blue Ooze flows over them.

Slow Death. Blue Oozes kills its prey slowly. They swallow the creatures to prevent them from escaping. The only positive point of this torturous death is that the victim's companions can rescue her before it is too late.

Temperature. Blue oozes are attracted to movement and heat, but these sludges emit cold, leaving the place where they live, with an extremely cold and freezing temperature, causing certain problems for adventurers who dare to pass through these regions.

Wansiedades . Although Blue Oozes is a slime, this is the only slime that is not immune to being blind. If pierced right in the center of your pupil, Blue Ooze goes blind, a blind creature automatically fails any skill check that requires sight. Attack rolls against Blue Ooze are advantageous and Blue Ooze attacks are impaired. Blue oozes can regain their eyes by dissolving a creature with good eyes. As Blue Oozes emits cold, they are vulnerable to fire as it warms the cold body.

Lair and Lair Actions

The lair's actions

  In initiative count 20 (loss of initiative links), Blue Ooze performs a covert action to cause one of the following effects; Blue Ooze cannot use the same effect two rounds in a row:

  • Blue Ooze launches  Ray of frost through your eye. When hit, the target takes 2d8 cold damage and its speed is reduced by 10 feet until the start of the next turn.

Regional Effects

The region containing the Blue Oozes lair has an extremely cold and freezing temperature that creates the following effect:

  • Creatures 1.5 km Like the Blue Oozes regions are extremely cold. Prolonged exposure to freezing or scorching temperatures may impose a special condition called exhaustion. Exhaustion is measured at six levels. An effect can cause a creature to suffer one or more levels of exhaustion as specified in the effect description.

  • Level              Effects
  •   1                     Disadvantage in skill tests
  •   2                     Half offset
  •   3                     Disadvantage in attack rolls and saving throw
  •   4                     Halved maximum health
  •   5                     Offset reduced to 0
  •   6                     Death

If Blue Ooze dies, the cold ambient temperature will disappear over 1d20 days. But there is usually not just one Blue Ooze in a lair, but several; therefore, if necessary, you will have to kill all Blue Oozes in place for the temperature to disappear.

 

Habitat: Underdark

Beholder_Cego

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