# Diving Gel *Tiny* *Ooze* *unaligned* - **Armor Class:** 13 - **Hit Points:** 17 (5d4+5) - **Speed:** walk 5 ft. swim 40 ft. - **Challenge Rating:** 1/4 (50 XP) - **Source:** Tome of Beasts 3, page 136 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 3 (-4) | 16 (+3) | 13 (+1) | 3 (-4) | 6 (-2) | 1 (-5) | - **Skills:** perception +-2 - **Damage Resistances:** acid, fire, poison - **Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone - **Senses:** darkvision 60', passive Perception 8 - **Languages:** — ### Special Abilities - **Amorphous:** Move through space 1ft.+ wide with o squeezing. - **Amphibious:** Can breathe air and water. - **Ooze Nature:** Doesn't require sleep. ### Actions - **Pseudopod:** Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 5 (1d4+3) bludgeoning damage. - **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.