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Alchemical Apprentice 2014

CR 1 ooze

Small ooze, unaligned


Armor Class
11 (natural armor)
Hit Points
63 (14d6+14)
Speed
10 ft., climb 10 ft.

STR13 (+1)
DEX6 (-2)
CON13 (+1)
INT16 (+3)
WIS6 (-2)
CHA10 (+0)

Saving Throws
Skills
Arcana +5
Resistances
acid, cold, fire, poison
Condition Immunities
blinded, charmed, deafened, frightened, poisoned, prone
Senses
blindsight 60 ft., passive Perception 8
Languages
understands Common but can't speak, telepathy 10 ft.
Challenge
1 (200 XP) · Proficiency Bonus +2

Absorb Potion.

The ooze can absorb any potion, oil, tincture, or alchemical draught that touches it, choosing to be affected by the substance or to nullify it.

Amorphous.

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

Perishable.

These oozes don't fare well in sunlight and don't easily endure the rigors of travel. The creature dies if it is directly exposed to sunlight for more than 1 minute. Each day it is more than 1 mile from its “birth” place, the ooze must succeed on a DC 12 Constitution saving throw or die.

Produce Potion (1/Day).

The alchemical apprentice can produce one common potion, oil, tincture, or alchemical draught each day. If no creature is there to bottle, or otherwise collect, the substance when it is produced, it trickles away and is wasted.

Actions

Pseudopod.

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage.

Magical Burble.

Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) acid, cold, fire, or poison damage.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details