Large Ooze, Unaligned
Armor Class 6
Hit Points 90 (12d10 + 24)
Speed 20 ft., swim 40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
1 (-5)
WIS
9 (-1)
CHA
6 (-2)
Skills Stealth +2
Damage Immunities Cold, Fire, Lightning, Piercing, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 9
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Collateral Damage. Any attack made against the aballin that would deal piercing or slashing damage deals half damage to any creature trapped within the aballin by its Drowning Engulf.

False Appearance. While the aballin remains motionless, it is indistinguishable from a pool or puddle of clear water.

Water Form. The aballin can enter a hostile creature’s space and stop there, after which it can use its Drowning Engulf. It can move through a space as narrow as 1 inch wide without squeezing.

Water Magic Vulnerability. A create or destroy water spell can be used to target the aballin and destroy water, dealing 1d6 bludgeoning damage for each spell slot level used to cast the spell. A control water spell can be targeted against the aballin, forcing it to release a character trapped by its Drowning Engulf.

Actions

Pseudopod. Melee Weapon Attack:+6 to hit, reach 10 ft., one target. Hit:8 (1d8 + 4) bludgeoning damage, and the aballin can use its Drowning Engulf against the target as a bonus action.

Multiattack. The aballin makes two pseudopod attacks against different creatures.

Drowning Engulf. The aballin uses this ability when it enters the space of a Medium or smaller creature or hits such a creature with its pseudopod attack. The affected creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the aballin. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the creature is engulfed within the aballin. An engulfed creature is restrained and immediately begins to suffocate (see chapter 8 of the Player’s Handbook.) While engulfed by the aballin, a creature cannot hold its breath or make use of spells such as water breathing. When the aballin moves, the engulfed creature moves with it.An engulfed creature can escape by succeeding on a DC 15 Strength check as an action. A creature that escapes enters a space of its choice within 5 feet of the aballin.If the aballin successfully engulfs a creature while it already has a creature engulfed, the first creature is ejected into a random space within 5 feet of the aballin. The aballin can also eject an engulfed creature as a bonus action.

Habitat: Underdark

Mckng_Jay

Comments

Posts Quoted:
Reply
Clear All Quotes