# Dipsa *Tiny* *Ooze* *Unaligned* - **Armor Class:** 15 (natural armor) - **Hit Points:** 27 (6d4 + 12) - **Speed:** walk 20 ft. - **Challenge Rating:** 1/4 (50 XP) - **Source:** Tome of Beasts 2023, page 105 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 3 (-4) | 17 (+3) | 14 (+2) | 1 (-5) | 6 (-2) | 1 (-5) | - **Skills:** Stealth +5 - **Damage Vulnerabilities:** False - **Damage Immunities:** False - **Damage Resistances:** acid - **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone - **Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 8 - **Languages:** — ### Special Abilities - **Amorphous:** The dipsa can move through a space as narrow as 1 inch wide without squeezing. - **Discreet Bite:** The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. When the dipsa hits with a Bite attack, the target must succeed on a DC 15 Wisdom (Perception) check to notice the dipsa and its attack. Each time the creature takes acid damage from an attached dipsa, it can repeat this check, noticing the dipsa on a success. A creature that takes acid damage from the dipsa while below half its hp maximum automatically succeeds on this check. - **Ooze Nature:** The dipsa doesn't require sleep. - **Swamp Camouflage:** The dipsa has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. ### Actions - **Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the dipsa attaches to the target. While attached, the dipsa can't attack, and at the start of each of the dipsa's turns, the target takes 3 (1d6) acid damage and must succeed on a DC 12 Constitution saving throw or have its hp maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. ### Bonus Actions - **Translucent:** The dipsa takes the Hide action.