Ooze, Undead

Huge undead, neutral evil

Armor Class 5
Hit Points 67 (9d12 + 9)
Speed 10 ft., fly 50 ft.

12 (+1) 1 (-5) 13 (+1) 2 (-4) 12 (+1) 10 (+0)

Damage Immunities cold, necrotic, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft., passive Perception 11
Challenge 5 (1,800 XP)

Special Traits

  • Amorphous. The ooze can move through a space as narrow as one inch without squeezing.
  • Ooze Mass. The ooze takes up most of its space. Other creatures can enter the space, but a creature that does so is subjected to the ooze’s engulf and has disadvantage on the saving throw. Creatures inside the ooze can be seen but have total cover. A creature within 5 feet of the ooze can take an action to pull a creature or object out of the ooze. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 9 (2d8) necrotic damage. If a skeleton is pulled out, it animates as if the skeletons ability was used.
  • Undeath. An undead ooze doesn’t need air, food, drink, or sleep.


  • Pseudopod. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 14 (3d8 + 1) bludgeoning damage and 9 (2d8) necrotic damage.
  • Engulf. The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the ooze enters a creature’s space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature’s space, and the creature takes 18 (4d8) necrotic damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 27 (6d8) necrotic damage at the start of each of the ooze’s turns. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.
  • Skeletons. An undead ooze can expel 1d6 skeletons from its mass, each appearing within 5 feet of the ooze. Skeletons can act in the round they are expelled. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1d2 hours. An undead ooze’s form holds up to 10 skeletons of Medium size. These skeletons are included in the determination of the undead ooze’s CR and experience points. They remain active even if the ooze is killed. Some undead oozes have unusual or larger skeletons inside of them.


This creature appears as a large, undulating mass of black goo from which rotted and broken bones protrude.

When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind.

The undead ooze has an advantage over any other ooze: intelligence. It uses this new gift to its fullest in combat by attacking from surprise or by stalking its prey and attacking when the opportunity presents itself. The undead ooze attacks by slamming its body into its prey. It usually engulfs its foes or expels its skeleton allies to contend with its enemies.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky' Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb

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