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Ooze, Choke

Gargantuan ooze, unaligned

Armor Class 19 (natural armor)
Hit Points 350 (20d20 + 140)
Speed 30 ft.

26 (+8) 11 (+0) 24 (+7) 4 (+1) 11 (+0) 10 (+0)

Saving Throws Con +8, Wis +5, Cha +6
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities acid, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 120 ft., passive Perception 10
Challenge 17 (18,000 XP)


  • Air Production. The choke ooze naturally produces breathable air as a byproduct of its metabolism. It is surrounded by 30 feet of breathable air, even in a vacuum. Any gasses or vapors with a duration in this area have their duration halved. Creatures within this radius also gain advantage on saving throws against gaseous effects.


  • Multiattack. The choke ooze makes 3 melee attacks.
  • Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage, 21 (6d6) acid damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained.
  • Envelop. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8+8 damage) bludgeoning damage, 35 (10d6) acid damage, and if the target is a Large or smaller creature grappled by the ooze, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the ooze, and it takes 35 (10d6) acid damage at the start of each of the ooze’s turns. If the ooze takes 35 damage or more on a single turn from a creature inside it, the ooze must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the ooze. If the ooze dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.


Choke oozes are steaming masses of turgid slime that constantly churns and writhes in a pale tidal mass of anger and hunger. Great chunks of ooze boil upwards and splash back into its horrific bulk. Sages argue whether they were first distilled by the aboleth to create vast sub-oceanic domes of air for visitors and air-breathing slaves or simply curious scientists pushing the bounds of possibility, there seems little doubt that choke oozes were conceived, not discovered. Their fundamental purpose—and the reason for their being found in such vast quantities when they are met—is their ability to convert sustenance into breathable air. This boon not only causes their profligacy, but also may explain why they are so rarely encountered in the wild or randomly met. So great is this boon that the choke ooze is greatly prized, and even an immature specimen may fetch a king’s ransom amongst those with a vested interest in bringing air to remote locations.

Hunger to Breathe. Cultivated choke oozes are usually massive—to enable them to yield the maximum amount of air harvest. Sometimes smaller versions of these oozes are found cultivated—often where a portable form of air is required in remote locations. There are, of course, dangers with the ooze. The first is its hunger—a choke ooze is never sated, its hunger a constant gnawing ache that is never satisfied. This need makes securing the ooze of the greatest importance, since they are drawn to flesh—any flesh—to consume. Unless held within an appropriately tough—usually steel or iron—container, they may break out and escape. Second is their need to be fed—in general 1 Hit Die of food enables a choke ooze produce enough air to fill a chamber one hundred yards square for a day, though the quality and quantity of air created varies from ooze to ooze—something some keepers extoll as a considerable virtue.

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