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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 undead ooze can move through a space as narrow as one inch without squeezing.
  • Ooze Mass. The undead ooze takes up most of its space. Other creatures can enter the space, but a creature that does so is subjected to the undead ooze’s engulf and has disadvantage on the saving throw. Creatures inside the undead 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 ooze’s skeletons ability was used.


  • 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 undead ooze moves up to its speed. While doing so, it can enter Large or smaller creature’s 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 undead 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. They remain active even if the ooze is killed. Some undead oozes have unusual or larger skeletons inside of them.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.