Ichor Ooze 2014
CR 2 ooze
Medium ooze, neutral evil
The ooze can move through a space as narrow as 1 inch wide without squeezing.
The ooze has advantage on saving throws against spells and other magical effects.
The ichor ooze knows the direction and distance to the creature that performed the killing blow on the fiend that created the ooze, as long as the two of them are on the same plane of existence.
The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) fire damage. If the target is a Large or smaller creature, it is grappled (escape DC 12).
Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 5 (1d6 + 2) fire damage.
One creature grappled by the ooze must make a DC 12 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken, and the ooze regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.
Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details