Large Ooze, Unaligned
Armor Class 6
Hit Points 85 (9d10 + 36)
Speed 20 ft., Climb 20 ft., Swim 30 ft.
STR
16 (+3)
DEX
3 (-4)
CON
18 (+4)
INT
1 (-5)
WIS
6 (-2)
CHA
1 (-5)
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Senses: blindsight 60 ft. (blind beyond this radius)

Acid Sheath:
The corrupture's form is sheathed in corrosive acid. If a creature successfully touches, grapples, or attacks a corrupture with a natural weapon, the creature takes 7 (2d6) acid damage.

Amorphous: The corrupture can move through a space as narrow as 1 inch wide without squeezing.

Amphibious: The corrupture can breathe air and water.

Spider Climb: The corrupture can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) acid damage.

Acid Burst (Recharge 6): The corrupture releases a burst of acid from its body in a 20-foot cloud. Each target in the area of effect must make a DC 14 Dexterity saving throw. On a failed save the target takes 21 (6d6) acid damage immediately and 7 (2d6) acid damage at the end of its next turn. On a successful save, the target takes half as much damage immediately and no damage thereafter.

Legendary Actions

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 Actions

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

This hideous mass of flesh and slime cascades down the corridor with a sickening popping of pustules and warts, excreting foul ichor. Its nauseating yellow-green form undulates as it extends a probing pseudopod.

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.

TedStryker1980

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