Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Blood Sense. The vampiric ooze can sense warm blood up to 500 feet away, and cold blood up to 50 feet.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool of fresh blood.
Vampire Weaknesses. The vampiric ooze has the following flaws:
Harmed by Running Water. The vampiric ooze takes 20 force damage if it ends its turn in running water.
Sunlight Hypersensitivity. The vampiric ooze takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Hypopharynx. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) necrotic damage.
Engulf. Special Melee Attack: reach 5 ft., one target of size large or smaller. The vampiric ooze attempts to grapple a target, on a success the target is restrained and engulfed within the ooze's mass. The target immediately takes 4 (1d6) bludgeoning damage and 7 (2d6) necrotic damage. The vampiric ooze regains hit points equal to the necrotic damage dealt. The vampiric ooze can automatically repeat this damage on each of its subsequent turns as long as the target remains grappled. The target can use an action to make an Athletics (Strength) check DC 15, breaking free on a success.
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