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Healing Pool

Large ooze, unaligned

Armor Class 8
Hit Points 147 (14d10 + 70)
Speed 30 ft., climb 30 ft.

14 (+2) 6 (-2) 20 (+5) 1 (-5) 8 (-1) 1 (-5)

Damage Immunities acid, lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 90 ft. (blind beyond this radius), passive Perception 9
Challenge 7 (2,900 XP)


  • Amorphous. The pool can move through a space as narrow as 1 inch wide without squeezing.
  • Bizarre Self-heal. Any time the pool deals acid damage to a creature it heals itself. Instead of regaining hit points, the pool grows in size and gains a number of cumulative ooze points equal to the acid damage dealt. The pool can store a number of ooze points equal to its hit point maximum; excess points are lost.
  • Corrosive/Mending Form. The pool is in its mending form while it has current hit points equal to its hit point maximum. Otherwise, the pool is in its corrosive form. When the pool is in its corrosive form, its body becomes acidic and it starts to melt living and nonliving things. A creature that touches the pool or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pool, 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 or wood that hits the pool is destroyed after dealing damage. The pool can eat through 2-inch-thick, nonmagical wood or metal in 1 round. When the pool is in its mending form, its body becomes harmless and starts to radiate healing energies. A creature that touches the pool or ends its turn touching it regains 9 (2d8) hit points.
  • Herbivore Ooze. Acid damage dealt by the pool is doubled against plants and the pool regains a number of hit points equal to half of that damage, rounded down.
  • Spider Climb. The pool can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


  • Pseudopod (Requires Corrosive Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 31 (7d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved 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.


  • Divide. When the pool is subjected to lightning or slashing damage, a new healing pool emerges from the old one. The old pool loses all of its ooze points and the new one has hit points equal to the number of ooze points lost. New pools can’t gain ooze points and divide.


In celestial realms, there are ponds, fountains, meadows, beaches filled with healing energies.

Herbivore oozes live in these areas, and are called healing pools. Their origin is unknown and their physical characteristics a mystery but celestials let these oozes hang around, as they are mostly harmless and even helpful from time to time.

The only danger they pose is their appetite for plants.

Ointment. The ooze crawls upon creatures without engulfing them and rests on them. This behavior seems like a social interaction and confuses a lot of people. While resting on a creature, the ooze heals the wounds of the creature.

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