| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +5 |
| DEX | 12 | +1 | +1 |
| CON | 15 | +2 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 6 | −2 | −2 |
| CHA | 3 | −4 | −4 |
Blind Senses. The creature can't use its blindsight while deafened and unable to smell.
Spider Climb. The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Water Form. The creature can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The abyss ooze makes two spike attacks.
Fling. One Large or smaller object held or creature grappled by the creature is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 4 (1d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 10 Dexterity saving throw or take the same damage and be knocked prone.
Spike. Melee Weapon Attack: +3 to hit, reach 20 ft., 1 target. Hit: 8 (1d12 + 2) piercing damage.
Tentacle. Melee Weapon Attack: + 3 to hit, reach 5ft., 1 target. Hit: 6 (1d8 + 2) bludgeoning damage. The target is grappled (escape DC 13) if it is a large or smaller creature.
Engulf. The creature engulfs a Large or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 10 Constitution saving throw at the start of each of the mound's turns or take 5 (1d10) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Split. When a the abyss that is Medium or larger is subjected to fire or lightning damage, it splits into two new creatures if it has at least 10 hit points. Each new creature has hit points and game statistics equal to half the original creature's, rounded down. New creatures are one size smaller than the original creature.
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 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
A black, water-like, limbless, and sentient slime that dwells the abyss, seeking for dim light or darkness. The abyss ooze typically engulfs its prey in dim or dark places. When the abyss ooze crosses the planes, the ooze seeks shelter in the deepest parts of caves and will leave to hunt for prey during the night and rarely the day.
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.
Previous Versions
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1/19/2026 12:25:56 AM
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Posted Jun 12, 2026Note: The Abyss Ooze has a color of the absence of light and anything that peers into it cannot see through it nor reflect off of it.