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Blood Ooze 2014

CR 6 ooze

Large ooze, unaligned


Armor Class
8
Hit Points
76 (8d10+32)
Speed
20 ft., climb 20 ft.

STR16 (+3)
DEX6 (-2)
CON18 (+4)
INT1 (-5)
WIS8 (-1)
CHA2 (-4)

Saving Throws
Skills
Damage Immunities
acid, fire, necrotic, slashing
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, prone
Senses
blindsight 60 ft., passive Perception 9
Languages
-
Challenge
6 (2,300 XP) · Proficiency Bonus +3

Amorphous.

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

Blood Drain.

A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage and the ooze gains temporary hp equal to that amount as it drains blood from the victim. It can add temporary hp gained from this trait to temporary hp gained from its pseudopod attack and Overflow reaction. Its temporary hp can't exceed half its maximum hp. If the ooze takes radiant damage, this trait doesn't function at the start of the ooze's next turn, although it retains any temporary hp it previously gained.

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: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 16 (3d10) necrotic damage. The ooze gains temporary hp equal to the necrotic damage taken.

Reactions

Overflow.

When the blood ooze is hit with a melee attack, it can drain blood from the attacker. The attacker must make a DC 15 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. The ooze gains temporary hp equal to the necrotic damage taken.

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