5e SRD >Creatures >

Hetzuud Killer

Medium ooze, neutral

Armor Class 19 (natural armor)
Hit Points 116 (16d8 + 46)
Speed 30 ft.

16 (+3) 20 (+5) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

Saving Throws Dex +6, Int +6
Skills Acrobatics +9, Deception +4, Perception +4, Stealth +9
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft., passive Perception 14
Languages Common, Hetzuud (tactile), Ultari
Challenge 9 (5,000 XP)


  • Assassinate. During its first turn, the hetzuud killer has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the killer scores against a surprised creature is a critical hit.
  • Hetzuud Qualities. A hetzuud killer has all the qualities of a normal Hetzuud.
  • Sneak Attack (1/Turn). A hetzuud killer deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the agent that isn’t incapacitated and the killer doesn’t have disadvantage on the attack roll. Study Target. If a hetzuud killer has advantage on its attack roll against an opponent, it can spend a bonus action to carefully study that target, gaining a +1 bonus on attack and damage rolls against that target and a +1 bonus to its Armor Class and saving throws against that creature’s attacks. This benefit persists for 1 minute. It can use this ability to study a different target, it loses these benefits against the prior studied target.


  • Multiattack. The hetzuud killer makes two shortsword attacks or two crossbow attacks.
  • Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
  • Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.


A nefarious race of sentient predatory oozes, hetzuud gained notoriety as spies and infiltrators capable of altering their shape and density to interact with almost any environment. They excel at mimicking other creatures and objects by modifying their texture and coloration. Multiple hetzuud can also merge into deadlier, greater-sized oozes with dangerous combat abilities, controlling multiple pseudopods with deadly effect.

An adult hetzuud weighs around 200 pounds and can squeeze itself into 4 cubic feet, or a 1-foot-radius sphere.

Hetzuud maintain a culture of collective development and expansion rather than individual rights. This stems from the natural instinct to merge together for mutual protection. They prove inherently amoral, regarding other species as rivals to dominate. Hetzuud place great emphasis on contributing to their overall society, and hetzuud who champion individualism serve little purpose, leading their peers to inevitably shun, exile, or destroy them.

Procreation of a new hetzuud brood can occur between two or more individuals. They must remain merged during the incubation process, which takes eight hours. Afterward, a newborn hetzuud separates from its parents and takes 2 years to mature. To produce viable offspring, hetzuud must ensure considerable genetic diversity between participating parents and they can sense by touch if another member of their species would make a suitable mate. Producing more than one offspring per merge is considered taboo.

Hetzuuds have little parental instinct or loyalty beyond their natural impulse to preserve their race. They place their young in caves or enclosed areas safe from other predators, and then leave them to grow and mature unattended, feeding on whatever sustenance they can acquire. Elder hetzuud reclaim their young after they learn to mimic other creatures and objects, training them as workers, retainers, or soldiers. After a period of indentured servitude to pay for such training, young hetzuud eventually seek their own fortune, but always in close alliance with the collective society.

The governing leadership of hetzuud enclaves inevitably consists of long-lived elders grown to Huge size. They store and process information collected from other species and civilizations in an attempt to use such knowledge for the betterment of hetzuud society. When a momentous decision concerns the entire race, these elders merge together in an extremely rare act. The last such convocation occurred when the hetzuud decided to join the Ultari Hegemony.

A silvery puddle-like blob of malleable goo transforms into a new shape, its surface rapidly taking on detailed textures and color.

Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham