34 lines
2.5 KiB
Markdown
34 lines
2.5 KiB
Markdown
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# Mineral Ooze
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*Large* *Ooze* *neutral*
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- **Armor Class:** 9
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- **Hit Points:** 76 (8d10+32)
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- **Speed:** walk 20 ft.
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- **Challenge Rating:** 3 (700 XP)
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- **Source:** Tome of Beasts 2, page 280
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 14 (+2) | 8 (-1) | 18 (+4) | 1 (-5) | 5 (-3) | 3 (-4) |
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- **Skills:**
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- **Damage Resistances:** acid, cold, fire
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- **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
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- **Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 7
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- **Languages:** —
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### Special Abilities
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- **Amorphous:** The ooze can move through a space as narrow as 1 inch wide without squeezing.
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- **False Appearance:** While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
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- **Mineralize:** As a bonus action when it has encased a creature, the ooze hardens the minerals in its body, turning the surface of its body into a stone-like material. While mineralized, the ooze has a walking speed of 5 feet, and it has resistance to bludgeoning, piercing, and slashing damage. The ooze remains mineralized until the creature it has encased dies, or until the ooze takes a bonus action to end it.
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### Actions
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- **Multiattack:** The mineral ooze makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the ooze uses its Encase on the target.
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- **Pseudopod:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3 (1d6) acid damage.
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- **Encase:** The mineral ooze encases a Medium or smaller creature grappled by it. The encased target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the ooze's turns or take 7 (2d6) acid damage. If the ooze moves, the encased target moves with it. The ooze can have only one creature encased at a time. An encased creature can try to escape by taking an action to make a DC 12 Strength check. The creature has disadvantage on this check if the ooze is mineralized. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. Alternatively, a creature within 5 feet of the ooze can take an action to pull a creature out of the ooze. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 7 (2d6) acid damage. The creature making the attempt has disadvantage on the check if the ooze is mineralized.
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