| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 6 | −2 | −2 |
| CON | 22 | +6 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 8 | −1 | −1 |
| CHA | 2 | −4 | −4 |
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Detect Life. The ooze can magically sense the presence of creatures up to 120 feet away that aren’t Undead or Constructs. It knows the general direction they’re in, but not their exact locations.
Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Stench. Any creature other than a necrotic ooze that starts its turn within 10 feet of the ooze must succeed on a DC 18 Constitution saving throw or be Poisoned until the start of the creature’s next turn and take 9 (2d8) Necrotic damage. On a successful saving throw, the creature is immune to the Stench of all necrotic oozes for 1 hour.
Multiattack. The ooze makes two Enervating Pseudopod attacks.
Enervating Pseudopod. Melee Attack Roll: +10, reach 15 ft. Hit: 13 (2d6 + 6) Acid damage plus 14 (4d6) Necrotic damage. If the target is Large or smaller, the target is Grappled (escape DC 16). Until this Grapple ends, the target is Restrained, the ooze can automatically hit the target with its pseudopod, and the ooze can't use one of its Pseudopod attacks on other targets. Constitution Saving Throw: DC 16. The target is a creature that isn't Undead or a Construct. Failure: Target’s Hit Point maximum is reduced by an amount equal to the Necrotic damage taken, and the ooze regains Hit Points equal to half that amount, rounded down. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Engulfing Ooze. Trigger: When a creature misses with a melee attack or hits with a Slashing Weapon. Response: The Ooze envelops the weapon or appendage used for the attack and attempts to engulf them. Strength Saving Throw: DC 16. Failure: Target is enfulfed in the ooze where they are Blinded, Restrained, and have Total Cover. At the start of your turn, while engulfed, you take 14 (4d6) Acid damage and 14 (4d6) Necrotic damage and can use your action to repeat the saving throw to exit the ooze. Your allies can also make the same saving throw to pull you out of the ooze, but will take the Acid and Necrotic damage listed above. Failure by 3 or Less: If the attack used a weapon, you can let go of the weapon, and you are not engulfed. You can retrieve the weapon by using your action to repeat the strength saving throw, taking the Acid and Necrotic damage. Nonmagical weapons that are left in the ooze dissolve after 1 minute.
Description
A relentless creature that instills dread in those who stumble upon one, the necrotic ooze is an amorphous horror that exists solely to consume living matter, leaving only death and decay in its wake. This malevolent entity moves with a sinister purpose, crawling over surfaces and slithering through crevices and cubbies as it silently stalks its prey.
A necrotic ooze's emergence is closely tied to areas where death and necromancy have been heavily involved. It is thought to arise from a convergence of negative energies, drawing sustenance from the residual necrotic forces present in its surroundings. These areas may include ancient burial grounds, battlefields, or sites where occult rituals were once performed. Some believe that a Black Pudding that dissolves enough corpses transforming into a Necrotic Ooze. Amalgam Necrotic Oozes are often formed when an area has been stripped of all organic material for the Ooze to consume, so they begin to cannibalize other oozes, even other Necrotic Oozes, to create oozes of death the size of some rooms, waiting for their next meal.
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