Gray Ooze
Gray Ooze CR: 1/2 (100 XP)
STR
12 +1
DEX
6 -2
CON
16 +3
INT
1 -5
WIS
6 -2
CHA
2 -4
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. 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 that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 1d6 + 1 bludgeoning damage plus 2d6 acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Psychic Gray Ooze CR: 1/2 (100 XP)
STR
12 +1
DEX
6 -2
CON
16 +3
INT
6 -2
WIS
6 -2
CHA
2 -4
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. 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 that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 1d6 + 1 bludgeoning damage plus 2d6 acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Psychic Crush (Recharge 5-6). The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 3d6 psychic damage on a failed save, or half as much damage on a successful one.
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