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Gelatinous Cube, Dire

Large ooze, unaligned

Armor Class 6
Hit Points 84 (8d10 + 40)
Speed 15 ft.

18 (+4) 3 (-4) 20 (+5) 7 (-2) 8 (-1) 3 (-4)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages telepathy 60 ft.
Challenge 2 (450 XP)


  • 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 can be 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 14 Strength check, and the creature making the attempt takes 14 (4d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
  • Transparent. Even when the cube is in plain sight, it is invisible to every creature that hasn’t spotted it. A successful DC 15 Wisdom (Perception) check reveals the cube as a hazy outline to the creature that made the check. A creature that enters the cube’s space while unaware of the cube is surprised by the cube and is subjected to its Engulf, as described under Ooze Cube.


  • Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (4d6) acid 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 14 Dexterity saving throw. 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 to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature’s space and the creature takes 14 (4d6) acid 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 moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
  • Slimy Thoughts. The ooze establishes telepathic contact with one creature within 30 feet of the ooze, but its thought processes are so alien they register on humanoid minds as a psychic assault. The target creature takes 22 (5d8) psychic damage or half damage with a successful DC 9 Intelligence saving throw.


One of the alchemist’s crowning achievements is the creation of a gelatinous cube with superior speed, strength, and intellect—and limited psychic ability.

Section 15: Copyright Notice
The Scarlet Citadel. © 2021 Open Design LLC. Authors: Steve Winter, Wolfgang Baur, Scott Gable, and Victoria Jaczo.