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5ead/monsters/md/tome_of_beasts_2/mineral-ooze.md
2025-06-07 07:58:30 -05:00

2.5 KiB

Mineral Ooze

Large Ooze neutral

  • Armor Class: 9
  • Hit Points: 76 (8d10+32)
  • Speed: walk 20 ft.
  • Challenge Rating: 3 (700 XP)
  • Source: Tome of Beasts 2, page 280
STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 18 (+4) 1 (-5) 5 (-3) 3 (-4)
  • Skills:
  • Damage Resistances: acid, cold, fire
  • Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 7
  • Languages:

Special Abilities

  • Amorphous: The ooze can move through a space as narrow as 1 inch wide without squeezing.
  • False Appearance: While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
  • 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.

Actions

  • 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.
  • Pseudopod: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3 (1d6) acid damage.
  • 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.