Small Ooze, Unaligned
Armor Class 8
Hit Points 1 (1d4)
Speed
STR
9 (-1)
DEX
14 (+2)
CON
16 (+3)
INT
9 (-1)
WIS
9 (-1)
CHA
9 (-1)
Saving Throws CON +5
Damage Vulnerabilities Fire
Damage Resistances Lightning
Damage Immunities Bludgeoning, Cold, Psychic
Condition Immunities Blinded, Deafened, Exhaustion
Senses Passive Perception 8
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Special Trait Name. De-frost

When a player Rubs the Cold-Sap on a place that is frozen then the spot which has been rubbed looses any frozen effect and becomes room-temperature. However, if rubbed on a player then the player must make a d10 constitution saving throw or take 1d4 -1 heat damage. 

Description

This Ooze will lurk in warm rooms near the light source. You can usually tell if there is a Cold-Sap in the room as the room temperature is a little below what it should be or if there is a blue, thick, gelatinous substance near the light source.

Lair and Lair Actions

Warm rooms in dungeons.

Lair Actions

If a Creature attacks the Cold-Sap then it takes a lair action to cause one of the following effects; the Cold-Sap can’t use the same effect two rounds in a row:

  • The Cold-Sap takes out all light sources in the room then slides away from the people to find the nearest room with warm light source.
  • The Cold-Sap jumps off the wall and onto the Creature's weapon, if the weapon is metallic then the Creature must make a dc14 Constitution saving throw, on a failed save the creature must let go of the weapon and take 1d6 of cold damage, on a made save then the creature takes 1d4 cold damage and it shakes the Cold-Sap off the weapon. 

 

Crawling_Claw

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