Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.
The first warning an adventurer receives of an ooze’s presence is often the searing pain of its acidic touch.
Large ooze, unaligned
Armor Class 6
Hit Points 84 (8d10+40)
- STR 14(+2)
- DEX 3(-4)
- CON 20(+5)
- INT 1(-5)
- WIS 6(-2)
- CHA 1(-5)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone.
Senses blindsight 60ft, passive perception 8
Challenge 2 (450xp)
Ooze Cube The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube’s Engulf and has disadvantage on the saving throw. Creatures inside the cube canb e seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
The cube can only hold Large creature or up to four medium or smaller creatures inside.
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdon (Perception) check to spot a cube that has not moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube is surprised by the cube.
Psuedopod. Melee Weapons Attack: +4 to hit, reach 5ft, one creature. Hit: 10 (3d6) acide damage.
Engulf. The cube moves up to its speed. While doing so it can enter large or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 12 Dexterity check.
On a successful save the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not tobe pushed suffers the consequences of a failed saving role.
On a failed save, the cube enteres the creature’s space and the creature takes 10 (3d6) acide damage and is engulfed. The engulfed creature can’t breathe, is restrained and takes 21 (6d6) acid damage at the start of each of the cube’s turns. When the cube moveds, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 check. On a success the creature escapes and enters a space of its choice within 5 feet of the cube.
The following are the descriptions at the various meetings the team had with zombies.
- Temple of Gusi – There it sat, mostly invisible until someone walked into it.