Medium ooze, unaligned

Armor Class 12
Hit Points 75 (10d8 + 30)
Speed 10 ft., fly 50 ft. (hover), swim 20 ft.

10 (+0) 14 (+2) 16 (+3) 3 (-4) 15 (+2) 16 (+3)

Skills Perception +5, Stealth +5
Damage Vulnerabilities radiant
Damage Immunities psychic, thunder
Condition Immunities frightened, charmed
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15
Proficiency Bonus +3
Challenge 7 (2,900 XP)


    • Amorphous. The boneless can move through a space as narrow as 1 inch wide without squeezing.
    • Amphibious. The boneless can breathe air and water.
    • Horrific Appearance. Any humanoid that starts its turn within 30 feet of the boneless and can see the boneless’ true form must make a DC 14 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the boneless is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the boneless’ Horrific Appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the boneless.
    • Incorporeal Movement. The boneless can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
    • Innate Spellcasting. The boneless innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
      • At will: dancing lights, fog cloud
      • Silent. The boneless makes no sound and has advantage on any Dexterity (Stealth) checks that rely on moving silently.
      • Stench. Any creature other than a boneless that starts its turn within 5 feet of the boneless must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all boneless for 1 hour.
      • Sunlight Sensitivity. While in sunlight, the boneless has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


      • Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.
      • Frittening. The boneless targets one frightened creature within 30 feet. If the target can see the boneless, it must succeed on a DC 14 Wisdom saving throw against this magic or drop to 0 hit points.
      • Whispers of Compulsion. The boneless chooses up to three creatures within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12 (2d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the boneless’ choice that it can see. Constructs and Undead are immune to this effect.
      • Engulf. The boneless moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the boneless enters a creature’s space, the creature must make a DC 13 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the boneless. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the boneless enters the creature’s space, and the creature takes 10 (3d6) bludgeoning damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) bludgeoning damage at the start of each of the boneless’ turns. When the boneless moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the boneless.


      • Surreal Step. The boneless teleports up to 20 feet to an unoccupied space it can see.


The boneless is an otherworldly ooze that causes fear and dread among the locals. Its true form is an ever-shifting blob of pale, gray organic matter, dotted by every shifting eye-like protrusions. Witnesses’ accounts vary widely, describing it as resembling a lump of white slop, a jellyfish, a slimy cloud, or even an armless, legless, headless human torso. However, the mere act of gazing upon the boneless can induce states of madness in those who see it, rendering its true appearance incomprehensible.

The boneless arrives from unknown origins on the ocean tide, leaving destruction and terror in its wake. It washes ashore, often during the night when the boundaries between the mortal and otherworldly realms are thin. The boneless targets homes, slamming itself against windows and doors, terrifying those who see it. Its eerie aura brings disease and misfortune to the places it visits.

In combat, the boneless is not above abduction. It will wrap around prey like a blanket, dragging them back into the ocean. They can be repelled with prayer, which disturbs the creature enough to release its grip.

The boneless has no discernible personality and is more of a mindless force of nature rather than a thinking being. Its motives, if it has any, remain unknown.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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