33 lines
1.4 KiB
Markdown
33 lines
1.4 KiB
Markdown
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# Diving Gel
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*Tiny* *Ooze* *unaligned*
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- **Armor Class:** 13
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- **Hit Points:** 17 (5d4+5)
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- **Speed:** walk 5 ft. swim 40 ft.
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- **Challenge Rating:** 1/4 (50 XP)
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- **Source:** Tome of Beasts 3, page 136
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 3 (-4) | 16 (+3) | 13 (+1) | 3 (-4) | 6 (-2) | 1 (-5) |
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- **Skills:** perception +-2
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- **Damage Resistances:** acid, fire, poison
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- **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
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- **Senses:** darkvision 60', passive Perception 8
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- **Languages:** —
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### Special Abilities
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- **Amorphous:** Move through space 1ft.+ wide with o squeezing.
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- **Amphibious:** Can breathe air and water.
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- **Ooze Nature:** Doesn't require sleep.
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### Actions
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- **Pseudopod:** Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 5 (1d4+3) bludgeoning damage.
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- **Attach:** Melee Weapon Attack: +5 to hit, 5 ft., one creature,. The gel attaches itself to the head face or gills of a creature. If the creature is Large or smaller and can breathe air it continues to breathe normally as the air-filled gel provides breathable air for the creature. If the creature can't breathe air it must hold its breath or begin to suffocate. If the gel is attached to a creature it has advantage on attack rolls vs. that creature. A creature including the target can take its action to detach the diving gel by succeeding on a DC 12 Str check.
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