CR 1/2
Medium Ooze
Armor Class 8
Hit Points 29
Speed 15 ft., climb 15 ft.
Perception 8 Stealth 12
Immune Ooze Resilience
Senseskeensense 60 ft. (can’t sense beyond this radius)
Languages –
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
+1 | -2 | +3 | -5 | -2 | -4 |
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from ordinary fresh or curing mortar.
Ooze Nature. The ooze doesn’t require sleep.
Ooze Resilience. The ooze is resistant to the grappled and restrained conditions, and it is immune to exhaustion and to the blinded, charmed, deafened, frightened, and prone conditions.
Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, the armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.
Reactions
Solidify. When the ooze is hit by an attack, it can partially solidify its body, reducing the damage it takes by 2 (1d4). If it has taken fire damage since the start of its last turn, the damage it takes is reduced by 3 (1d6) instead. The ooze can’t use this reaction if it has taken cold damage since the start of its last turn.