Medium Humanoid (Human), Lawful Neutral
Armor Class 22 Reinforced Butler’s Coat
Hit Points 360 (32d8 + 192)
Speed 30 ft.
STR
12 (+1)
DEX
20 (+5)
CON
22 (+6)
INT
26 (+8)
WIS
22 (+6)
CHA
18 (+4)
Saving Throws DEX +22, CON +24, INT +28, WIS +24
Skills Arcana +14, Insight +12, Investigation +14, Medicine +12, Perception +12, Sleight of Hand +11, Stealth +11
Damage Resistances Acid, Poison, Psychic
Condition Immunities Poisoned
Gear Reinforced extradimensional butler coat, Alchemical bandolier, Silver-lined gloves, Void-resistant dress shoes, Living slime containment harness, Umbra Cane, 40+ ooze containment capsules, Alchemical syringes, Emergency restorative slime kits, Portable dimensional containment vault
Senses Darkvision 120, Passive Perception 22
Languages Common, Deep Speech, Thieves' Cant, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Living Arsenal

Alfred carries magically compressed oozes inside specialized dimensional containment capsules.

He may have up to 5 Active Oozes at one time.

Summoned oozes obey Alfred’s commands automatically and act immediately after his initiative.


Refined Composure

Alfred has advantage on saving throws against being frightened, charmed, or stunned.

Whenever Alfred succeeds on a saving throw, he regains 10 hit points.


Gentleman of Perfect Timing

Alfred may take two reactions per round, but only one per turn.


Ooze Handler Supreme

Friendly oozes within 60 feet of Alfred gain:

  • Advantage on attack rolls
  • Resistance to all damage
  • +10 feet movement speed

Additionally, allied oozes do not harm Alfred or his allies.


Slime Step

Difficult terrain does not affect Alfred.

Whenever Alfred moves, he leaves behind slick residue until the start of his next turn.

Creatures moving through spaces Alfred occupied that turn must succeed on a DC 22 Dexterity saving throw or fall prone.

Actions

Multiattack

Alfred makes three attacks with Umbra Cane or uses two Capsule Releases.


Umbra Cane

Melee Weapon Attack: +11 to hit, reach 5 ft., one target.

Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) acid damage.

The target’s AC is reduced by 1 until repaired or healed magically.

Armor reduced to AC 10 or lower is destroyed.


Capsule Release

Alfred releases one contained ooze into an unoccupied space within 30 feet.

Roll or choose:

d6 Ooze Released
1 Orange Jelly
2 Black Elder Pudding
3 Gray Sludge Cube
4 Royal Crimson Slime
5 Mirror Ooze
6 Caustic Leech Swarm

The ooze acts immediately after Alfred’s turn.


Tactical Injection (Recharge 5–6)

Alfred injects a creature within 5 feet with volatile alchemical slime.

The target must make a DC 22 Constitution saving throw.

On a failure:

  • Takes 54 (12d8) poison damage
  • Is restrained
  • Takes 18 (4d8) acid damage at the start of each of its turns

The creature may repeat the save at the end of each turn.

On a success, the target takes half damage and is not restrained.


Black Elder Pudding Command (Recharge 6)

Alfred commands his Black Elder Pudding to divide explosively.

Up to three puddings emerge in spaces within 20 feet.

Each creature within 15 feet of the emergence points must make a DC 22 Dexterity saving throw.

Failure:

  • 36 (8d8) acid damage
  • Restrained by living tar

Success:

  • Half damage
  • Not restrained

Orange Jelly Barrage

Alfred launches compressed volatile orange slime capsules.

Choose up to 4 creatures within 60 feet.

Each target must make a DC 22 Dexterity saving throw.

Failure:

  • 31 (7d8) acid damage
  • Blinded until end of next turn

Success:

  • Half damage
Bonus Actions

Reorganize the Cabinet

Alfred teleports one allied ooze up to 40 feet to an unoccupied space he can see.


Medicinal Slime

Alfred restores 30 hit points to a creature within 30 feet.

The target also gains resistance to acid damage until the start of Alfred’s next turn.


Reactions

Interposing Ooze

When Alfred or an ally within 30 feet is hit by an attack, Alfred summons a temporary slime barrier.

Reduce the damage by 25.

The attacker takes 10 acid damage.


Emergency Containment

When an ooze would die, Alfred instead reduces it to 1 hit point.

The ooze immediately moves up to its speed without provoking opportunity attacks.

Reactions

Interposing Ooze

When Alfred or an ally within 30 feet is hit by an attack, Alfred summons a temporary slime barrier.

Reduce the damage by 25.

The attacker takes 10 acid damage.


Emergency Containment

When an ooze would die, Alfred instead reduces it to 1 hit point.

The ooze immediately moves up to its speed without provoking opportunity attacks.

Legendary Actions

Legendary Actions

Alfred can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action can be used at a time and only at the end of another creature’s turn.

He regains spent Legendary Actions at the start of his turn.


Cane Strike

Alfred makes one Umbra Cane attack.


Slime Spill

Alfred creates a 15-foot radius slippery zone within 60 feet.

Creatures entering or starting there must succeed on a DC 22 Dexterity saving throw or fall prone.

The area lasts until the end of Alfred’s next turn.


Capsule Toss (Costs 2 Actions)

Alfred releases an Orange Jelly or Gray Sludge Cube.


Master of the Cabinet (Costs 3 Actions)

All allied oozes may immediately move up to their speed and make one attack.


Legendary Reactions

(Custom mechanic for high-tier encounters.)

Alfred has 3 Legendary Reactions per round.

He may use one whenever:

  • an ally drops below half health,
  • an enemy casts a spell,
  • or a creature moves within 10 feet of him.

He regains all Legendary Reactions at the start of his turn.


Sudden Pseudopod

An allied ooze within 30 feet makes one attack.


Slime Veil

Alfred gains invisibility until the end of the triggering creature’s turn.


Corrosive Reprimand

The triggering creature takes 14 (4d6) acid damage and must succeed on a DC 22 Constitution saving throw or have disadvantage on attack rolls until the end of its next turn.

Mythic Actions

Special Ooze Stat Blocks

These are simplified companion creatures meant to support Alfred.


Orange Jelly

Large Ooze

AC: 16
HP: 120
Speed: 20 ft., climb 20 ft.


Traits

Volatile Body

When reduced to 0 hit points, the jelly explodes.

Creatures within 15 feet:

  • DC 20 Dexterity saving throw
  • 27 (6d8) acid damage on failure

Actions

Slam

+10 to hit

Hit: 18 (3d8 + 5) acid damage.

Target blinded until start of next turn.


Black Elder Pudding

Huge Ooze

AC: 18
HP: 210
Speed: 25 ft., climb 25 ft.


Traits

Elder Corrosion

Weapons striking the pudding take permanent cumulative -1 penalties.

At -5 the weapon dissolves.


Split

If dealt slashing or lightning damage, the pudding splits into two Large puddings with half HP.


Actions

Devouring Slam

+12 to hit

Hit:

  • 27 (4d10 + 5) acid damage
  • Target restrained (escape DC 20)

Consume Armor

Creatures hit by Devouring Slam lose 2 AC until repaired.

Description

The butler arrives without footsteps.
One gloved hand adjusts a cufflink. The other quietly uncorks apocalypse. 🫖🧪

Alfred is the unseen spine of Splinter’s operation. Quartermaster, medic, battlefield controller, and deeply disappointed caretaker. His monsters are stored in reinforced alchemical capsules hidden throughout his immaculate black coat. Every ooze has a name. Every stain has a story.

Designed as a CR 20 support-controller boss or elite companion NPC.

Alfred never raises his voice.

He refers to horrific eldritch slime abominations like beloved house pets:

“Sir, the Black Elder Pudding appears anxious this evening.”

“Please do avoid stepping on Gerald. He dissolves morale.” 🫖

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.

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