Large Ooze, Unaligned
Armor Class 8 none
Hit Points 170 (20d10 + 3)
Speed 10 ft., Climb 10 ft.
STR
15 (+2)
DEX
6 (-2)
CON
16 (+3)
INT
6 (-2)
WIS
6 (-2)
CHA
1 (-5)
Damage Immunities Acid, Cold, Lightning, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 feet (blind beyond this radius), Passive Perception 8
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

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

Corrosive Form: A creature that touches the glob or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any non-magical weapon made of wood or metal corrodes when it touches the glob. After dealing damage, the weapon takes a permanent and cumulative -1 to damage rolls. If penalty reaches -5 the weapon is destroyed. Any non-magical ammo is destroyed as soon as it deals damage the glob.

Actions

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage plus 10  (2d8) acid damage. Non-magical armor worn  by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Body Slam. The glob makes a long jump towards a point in space. While doing so it can enter other large or smaller creature's spaces. All creatures that would be in the glob's space when it lands must make a DC 13 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 glob enter's the creature's space, and the creature takes 12 (4d6) bludgeoning damage from the glob landing on it and 10 (2d8) acid damage and is engulfed. The engulfed creature cannot breath, is restrained and takes 24 (6d8) acid damage at the start at the start of the glob's turns. An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the glob.

Psychic Crush (Recharge 5-6). The glob targets a creature within 60ft of it. The target then must make a DC 13 Intelligence saving throw taking 15 (5d6) psychic damage on a failure and half as much on a success.

Reactions

Split. When a glob that is Medium or larger is subjected to lighting or slashing damage, it splits into two new globs if it has at least 10 hit points. Each new glob has hit points equal to half the original glob's rounded down. New globs are one size smaller than the original glob.

Description

The chaos glob is the result of when chaotic forces get unleashed into an area with a high concentration of oozes. These chaotic forces might come from an area of wild magic, an exposure to either the elemental chaos or the plane of Limbo, or a leak from the far realms to the material plane. When these chaotic forces get absorbed by oozes they begin to lose form and liquefy, so in a last ditch effort to stay alive they merge together and form a Chaos Glob. 

Habitat: UnderdarkUrban

MasterMuffles

Comments

Posts Quoted:
Reply
Clear All Quotes