Huge Ooze, Unaligned
Armor Class 10 Natural armor
Hit Points 187 (20d10 + 105)
Speed 15 ft.
STR
16 (+3)
DEX
3 (-4)
CON
24 (+7)
INT
1 (-5)
WIS
6 (-2)
CHA
1 (-5)
Senses Blindsight 60 ft., Passive Perception 8
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Horrific appearance. Every creature that starts its turn within 10 ft. of the Zoobe must make a DC 12 Wisdom saving throw or take 7 (2d6) psychic damage and become shaken. A succesful saving throw negates the damage and the condition.

The Zoo Cube is an abomination like nothing else humanity has ever faced. A mix of cajured creature and oozing organs, this monster is a sight to... unsee.

Actions

Chanced attacks : The way the Zoobe fights is completely chaotic. It has no control over the flow of its own actions and is irrational. Each turn, roll 2d6 to determine the Zoobe's attack and reroll any duplicate results. It is possible to move after the roll is made but before the attack is used.

Bat screech (1). Each creatures in a 15 feet cone must make a DC 14 Constitution saving throw or take 4d6 thunder damage and become deafened for 1 minute. Succeding on the savgin halves the damage and negates deafness.

The bat side of the dice emits a powerful howl that can tear every good adventurer's ears.

Bear's bite (2). Meele Natural Attack. +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. On a hit, the target must make a DC 14 Strenght saving throw or become grappled by the bear. If the Zoobe rolls the bear bite while the grapple is effective, it automaticaly suceeds the attack against the same target. On its turn, the grappled creature can try to get out using the normal rules for grapple.

The fearsome bear head portruding from the cube bites a target within reach.

Furtive trunk (3). Melee Natural Attack. +10 to hit, reach 10ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. On a hit, the target must make a DC 14 Dexterity saving throw or become prone.

The trunk snaps out to attack a creature and pin it to the ground.

Rotten banana barrel (4). Ranged Weapon Attack. +10 to hit, range 20/60 ft., one target. Hit: 14 (1d8 + 5) bludgeoning damage and 10 (3d6) poison damage. On a hit the target must make a DC 14 Consitution saving throw or be [condition]poisoned[/poisoned]. The target can attempt the saving throw again at the end of each of its turns. 

A furious gorilla sends forth a barrel that - Wait, where'd he get that barrel?

Cat's lure (5). A creature within 15 ft. must make a DC 14 Intelligence saving throw or be charmed by the Zoobe. The creature can attempt the saving throw again at the end of each of its turns. 

It seems cute and fluffy but it is in fact VEEERY cute and VEEERY fluffy. Come here kitty.

Dolphin's pool (6). The Zoobe attacks a Large or smaller creature. 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 cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube 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 cube.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 14 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Do not let your guard down. He looks kind but he will drown you if he has the chance.

Description

So here's a joke. A Warlock, a Druid and a Wizard walk into a bar. The Warlock says : I can call forth eldritch abominations and make my ennemies cower in fear. The Druid says : my friends of the forest will come at my side and protect me. The Wizard then says : you are both weak for I rely on my own magic in battle.

The three of them continue arguing over fine pints of ale and later decide to enter a contract. "I will summon the power of my otherworldly patron", the Warlock claims. "I'll ask the spirits of nature to send me allies", calls the Druid. "This spell outta do the trick", the Wizard says eagerly.

They cast their spells, they chant their incantations and consume the materials. As the smoke set back they do not speak one after another but all of them at once : "By the Gods, what have we done". They take the monster which they created and seal it away in a far off place, away from civilisation.

The story itself is not the joke. The joke is that this is the dungeon they sealed the creature in. And this is the creature. Good luck.

This monster is inspired by an episode of Drawfee. Check it out!

Habitat: Underdark

narcobabouin

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