You call forth a spirit of ooze. It manifests as a creature made of slime in an unoccupied space that you can see within range. This corporeal form uses the Ooze Spirit stat block. When you cast the spell, choose Corrosive, Diseased, or Toxic. Your choice determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Ooze Spirit
Medium ooze
Armor Class 7 + the level of the spell (natural armor)
Hit Points 30 + 10 for each spell level above 3rd
Speed 20 ft., climb 20 ft.
Damage Resistances piercing, slashing; acid (Diseased & Toxic only); poison (Corrosive only)
Damage Immunities acid (Corrosive only); poison (Diseased & Toxic only)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone; poisoned (Diseased and Toxic only)
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Acid Backlash (Corrosive only). A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes acid damage equal to the spell's level.
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Miasma Fumes (Diseased only). Creatures within 10 feet of the ooze can't regain hit points. Constructs, undead, and creatures that are immune to disease are unaffected.
Noxious Touch (Toxic only). When the ooze hits with an attack against a creature, the target must succeed on a Constitution saving throw against your spell save DC or else be poisoned until the end of its next turn.
Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The ooze makes a number of attacks equal to half this spell's level (rounded down).
Psuedopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage plus 1d4 + the spell's level acid damage (Corrosive only), necrotic damage (Diseased only), or poison damage (Toxic only).
Engulf. The ooze tries to wrap itself around a Medium or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw against your spell save DC or else become blinded and restrained as the ooze enters its space and engulfs it. While engulfed, the target takes acid damage (Corrosive only), necrotic damage (Diseased only), or poison damage (Toxic only) equal to the spell's level at the end of each of its turns. It can use an action on its turn to attempt to break free as if escaping from a grapple, ending the effect on a success and pushing the ooze 5 feet away; the escape DC is equal to your spell save DC. Unless the target is Tiny, the ooze can't move while the target is engulfed.
Comments