Blood Ooze

Large ooze, unaligned

Armor Class 11
Hit Points 150 (20d10 + 40)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 3 (–4) 10 (+0) 3 (–4)

Skills Stealth +4
Condition Immunities blinded, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3

SPECIAL TRAITS

  • Amorphous. The blood ooze can move through a space as narrow as 1 inch wide without squeezing.
  • Blood Scent. Double the blood ooze’s blindsight for detecting living creatures that lack all their hit points. The blood ooze can use a bonus action to make a pseudopod attack against or take the Dash action to move toward such a creature.
  • Spider Climb. The blood ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

  • Multiattack. The blood ooze makes two pseudopod attacks. It can use engulf in place of one of these attacks.
  • Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and 7 (2d6) necrotic damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. The blood ooze can grapple up to two creatures at a time.
  • Engulf. One creature grappled by the blood ooze must succeed on a DC 14 Strength saving throw or be pulled into the ooze’s body. An engulfed target is blinded, restrained, unable to breathe, and has total cover from effects that originate outside the ooze. At the start of each of the ooze’s turns, the engulfed creature takes 18 (4d8) acid damage. The ooze can have only one creature engulfed at a time. An engulfed creature can try to escape by taking an action to make its choice of a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the creature escapes and uses 5 ft. of movement to enter a space of its choice within 5 ft. of the ooze. If the ooze dies, an engulfed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement. The creature also gains an infusion of the ooze’s life force, regaining 16 (3d10) hit points, gaining any excess as temporary hit points that last 24 hours. If a living creature dies within 24 hours of this infusion, the corpse dissolves into a blood ooze over the next hour. Magic that cures disease or removes a curse not only prevents this change, but also removes temporary hit points gained from the infusion. If a creature dies while engulfed by the ooze, the creature’s body dissolves inside the ooze. The ooze expels anything the creature wore or carried.

ABOUT

Bloody Pets. Vampires and practitioners of blood magic keep blood oozes as pets. They are clever enough to learn tricks, especially if rewarded with living creatures as food.

Even roughly trained, blood oozes can keep watch in areas susceptible to infiltration, such as waterways or secret passages.

Trainable Servants. Well-trained blood oozes have a penchant for understanding what their masters want. The ooze can take different shapes to please or entertain. They follow simple instructions, but an ooze might be distracted by a potential meal.

  • DC 10 Intelligence (Nature): Sapient creatures that revel in blood, such as vampires, like to keep blood oozes. These terrifying jellies act quickly when they scent blood, and they can dissolve a living creature to acid-scarred bones in a matter of moments.
  • DC 15 Intelligence (History): Stories speak of blood oozes guarding the dungeons of evil creatures. Would-be heroes run afoul of these terrors in damp passages beneath more than one fabled castle.
Section 15: Copyright Notice

Grim Hollow: The Monster Grimoire © 2021, Ghostfire Gaming Pty Ltd. Author: Shawn Merwin

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