Medium Ooze, Neutral
Armor Class 17 (natural armor)
Hit Points 18 (2d8 + 6)
Speed 20 ft., Climb 20 ft., Swim 20 ft.
STR
8 (-1)
DEX
16 (+3)
CON
15 (+2)
INT
24 (+7)
WIS
14 (+2)
CHA
21 (+5)
Saving Throws INT +12, CHA +10
Damage Resistances Acid, Bludgeoning, Piercing, Poison, Psychic, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Poisoned, Prone
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 17
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Antimagic Lethargy. While in the area of an antimagic field spell, Bob's speed is halved and they can’t use reactions. Additionally, if targeted by the dispel magic spell, Bob must succeed on a Wisdom saving throw against the caster’s spell save DC or be unable to use reactions for 1 minute.

Arcane Tracker. If Bob comes within 30 feet of a creature or object affected by magic, the amalgam can unerringly track that target for the next 24 hours.

Aversion to Fire. If Bob takes fire damage, they have disadvantage on attack rolls and ability checks until the end of their next turn.

Amorphous. Bob can move through a space as narrow as 1 inch wide without squeezing. 

Adept Mind. Bob can add +5 to any ability check it makes using its intelligence modifier. 

 

Actions

Multiattack. Bob makes two Pseudopod attacks.

Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6+3) bludgeoning damage and 14 (4d6) psychic damage.

 

Spellcasting. The oblex casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 20):

At will: charm person (as a 5th-level spell), detect thoughts, sending

3/day each: dominate person, hypnotic pattern, modify memory, telepathic bond, telekinesis

Bonus Actions

Regeneration. Bob can heal himself for (1d4+7) 

Reactions

Psychic Reflection. When Bob takes psychic damage, they emit a burst of magical energy. Each creature within 20 feet of Bob that they choos must succeed on a DC 20 Wisdom saving throw or take 11 (2d10) psychic or necrotic damage, Bob chooses which type this reaction deals.

Lair and Lair Actions

While in the sewers underneath Kaldranas, Bob can take the following lair action once per turn on initiative count 20, losing ties:

Reconstitute. if Bob starts this round of combat with zero hit points, they regains 2d6+8 hit points. If they are prone, they can use their reaction to stand up and move up to their movement speed in a direction of their choice.

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