Foolhardy. The awakened ooze has advantage on saving throws against being frightened.
Somewhat Amorphous. The awakened ooze can enter a hostile creature's space and stop there, has advantage on ability checks to make or maintain a grapple, and advantage on Charisma (Intimidation) checks against humanoids.
Split. If subjected to slashing damage, the awakened ooze must make a Constitution saving throw against a DC equal to the damage dealt. On a failure, the awakened ooze reduces its size by one category, all Strength and Dexterity saving throws, check, attack and damage rolls are reduce by 2 and movement speed is reduced by 10 feet (changes reflected in actions). All creatures within 10 ft. of the awakened ooze must also succeed a DC 18 Dexterity saving throw or take acid damage equal to 45 or half of the awakened ooze's hit points, whichever is lower. The awakened ooze looses an equal number of hit points. On a success the creature takes half as much damage, though the damage to the awakened ooze is unchanged.
Grow. As a consequence of the Consume action, or otherwise, the awakened ooze can dissolve organic matter and increase it's size by one category up to a maximum of Large. All Strength and Dexterity saving throws, checks, attack and damage rolls are increased by 2 and movement speed is increased by 10 feet (changes reflected in actions). If conducted as part of a short or long rest, the awakened ooze regains all expended hit die, and may roll them as part of the rest to regain hit points. The awakened ooze can only remain Large until its next short or long rest.
Susceptible. If dispel magic is cast upon the awakened ooze, it becomes an inanimate acidic sludge filling its current space. It can only be resurrected by a wish or similar magic.
Multiattack. The awakened ooze makes one attack if Tiny, two attacks if Small, and three attacks if Medium or Large. If targeting a grappled creature with an attack the awakened ooze first relinquishes the grappled creature to make the attack (no action required).
Slam (Medium). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage and the target is grappled if a size equal to or smaller than the awakened ooze. While grappled, the target takes (1d6) acid damage at the start of each of its turns.
Slam (Small). As Slam (Medium) but +5 to hit, and 6 (1d8+2) bludgeoning damage.
Slam (Tiny). As Slam (Medium) but +3 to hit, and 4 (1d8) bludgeoning damage.
Slam (Large). As Slam (Medium) but +9 to hit, and 10 (1d8+6) bludgeoning damage.
Throw (Medium). A grappled creature or object can be thrown up to 30 ft. to a point the awakened ooze can see, taking 3 (1d6) bludgeoning damage for every 10 ft. travelled. The awakened ooze can target an object or creature (+4 to hit, range 30 ft.) with the projectile and takes equal damage on a hit. If a creature is thrown and/or a creature is hit, the creature(s) must make a DC 15 Strength saving throw or be knocked prone.
Throw (Small). As Throw (Medium) but +2 to hit, a maximum range of 20 ft. and the DC reduces to 13.
Throw (Tiny). As Throw (Medium) but +0 to hit, a maximum range of 10 ft. and the DC reduces to 11.
Throw (Large). As Throw (Medium) but +6 to hit, a maximum range of 40 ft. and the DC increases to 17.
Consume. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature the same size or larger than the Awakened Ooze. Hit: the target suffers 17 (2d10 + 6) acid damage and the awakened ooze regains an equal amount of hit points. If the creature is dead after this damage is dealt, the awakened ooze can choose to use its Grow ability as a reaction.
Always Hungry. If a creature drops to zero hit points within 30 ft. of the awakened ooze, they can move up to half their movement towards the creature. This movement does not provoke attacks of opportunity. If the awakened ooze ends it's movement in the same space as the creature it regains 11 (1d10 + 6) hit points and the creature looses a death saving throw.