Aura of Bloodlust. Whenever a non-undead creature takes damage with 30ft of the Vampiric Ooze, the Vampiric Ooze regains 1/4th of the damage as health (rounded down).
Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Necrotic Absorption. The ooze moves up to its speed. While doing so, it can enter a creatures' spaces of its size or smaller. Whenever the ooze enters a creature's space, the creature must make a DC 14 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the ooze enters the creature's space, and the creature takes 10 (3d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is Restrained, and takes 21 (6d6) necrotic damage at the start of each of the ooze's turns. When the ooze moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.
Blood Transfusion. MeleeWeapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) necrotic damage and the ooze regains hit points equal to the damage the creature takes.
Hemoptysis. When the ooze reaches 0 health the first time after a long rest, it automatically splits and creates two oozes on the same initiative. These oozes have half of the previous total hit maximum points and one fewer legendary action. The size of the oozes are also reduced by one category, and it's movement speed is reduced by 5 feet.
Coagulation. When the ooze reaches 0 health after splitting once, it must make a Constitution saving throw equal to half of the damage it took on the final blow, or DC 15 - whichever is greater.
On a failed save, the ooze disperses and is destroyed.
On a success, the splits one more time following the rules of Hemoptysis, and the DC is raised by 2.
The ooze can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ooze regains spent legendary actions at the start of its turn.
Disperse (Costs 1 Actions). The ooze can move its movement speed without provoking opportunity attacks. Necrotic Absorption can be used by this movement, but not on a creature the ooze prevented an opportunity attack from on this round.
Life Leech (Costs 2 Actions). The ooze makes one Blood Transfusion attack
Description
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