Large Ooze, Unaligned
Armor Class 8
Hit Points 116 (12d10 + 50)
Speed 20 ft., Climb 20 ft.
STR
18 (+4)
DEX
5 (-3)
CON
20 (+5)
INT
5 (-3)
WIS
9 (-1)
CHA
1 (-5)
Damage Resistances Acid, Cold, Fire, Piercing
Damage Immunities Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 9
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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

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

Adhesive. The ooze adheres to anything that touches it. A Huge or smaller creature adhered to the ooze is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage.

Grappler. The ooze has advantage on attack rolls against any creature grappled by it.

Immutable Form. The ooze is immune to any spell or effect that would alter its form.

Actions

Multiattack. The ooze attacks twice with its Pseudopod.

Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage plus 3 (1d6) acid damage. The target is subjected to its Adhesive trait. 

Engulf. The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the ooze 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 ooze's turns. When the ooze moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.

Ooze Puddle. The ooze launches a piece of itself up to 30 feet, creating a puddle were it lands. The puddle is 1 inch deep and covers the ground in a 10 foot cube originating from the point it impacts. The puddle is difficult terrain for all creatures except oozes and lasts for 1 hour. Any creature that enters the puddle’s area or starts its turn there must succeed on a DC 15 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 15 Strength check.

Reactions

Split. When a ooze that is Medium or larger is subjected to slashing damage, it splits into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze's, rounded down. New oozes are one size smaller than the original ooze. If the two oozes are within 5 feet of each other, they can use a bonus action to reform into the original ooze with a hit point total equal to the hit points of both oozes.

Description

Resembling a large mound of blue-gray slime, the blu ooze is rather intelligent for an ooze and is capable of not only learning a number of different hunting strategies, but also how to alter its malleable form in numerous ways to overcome obstacles. It will sprout numerous pseudopods or tentacles to hunt prey, thin itself down to cover a large area on the ground for ambushes or even adopt forms bearing a rough resemblance to beasts or even humanoids in order to fight dangerous foes. 

The ooze that makes up its body is rather adhesive and the blu ooze is acutely aware of this fact. Sometimes while hunting or when defending itself, it will launch pieces of itself to try and take down opponents. 

While it possesses some intelligence, it is still rather instinctual and its movements do become predictable to a veteran explorer who could use this to its advantage. One of it's key weaknesses is water, which seems to dilute its adhesive qualities and takes away one of its key advantages, so they tend to avoid wet, moist areas.   

Habitat: Underdark

scoota2008

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