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5ead/monsters/md/creature_codex/ruby-ooze.md
2025-06-07 07:58:30 -05:00

2.5 KiB

Ruby Ooze

Medium Ooze unaligned

  • Armor Class: 9
  • Hit Points: 93 (11d8+44)
  • Speed: climb 20 ft. walk 20 ft.
  • Challenge Rating: 6 (2,300 XP)
  • Source: Creature Codex, page 286
STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 18 (+4) 2 (-4) 6 (-2) 1 (-5)
  • Skills:
  • Damage Vulnerabilities: lightning
  • Damage Immunities: acid, fire
  • Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages: -

Special Abilities

  • Ambusher: The ooze has advantage on attack rolls against any creature it has surprised.
  • Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing.
  • Corrosive Form: A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 7 (2d6) acid damage. Any nonmagical weapon made of metal or wood that hits the ooze is coated in a corrosive red slime. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
  • False Appearance: While the ooze remains motionless, it is indistinguishable from a pile of rubies.
  • Spider Climb: The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

  • Multiattack: The ruby ooze makes two pseudopod attacks.
  • Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage.
  • Acid Spray (Recharge 5-6): The ooze sprays its bright red protoplasm in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, the creature takes 21 (6d6) acid damage and is restrained as its flesh begins to turn into a translucent ruby-like stone. On a success, the creature takes half the damage and isn't restrained. The restrained creature must make a DC 15 Constitution saving throw at the end of its next turn, taking 21 (6d6) acid damage and becoming petrified on a failure or ending the effect on a success.