Flesh Ooze

by Sonixerse

Search GM Binder Visit User Profile

Flesh Ooze

At first glance, a flesh ooze hardly resembles a traditional slime as its body is an amorphous mass of lacerated and bulbous flesh. Their strange appearance can be attributed to their ectoplasm's ability to infuse organic flesh into their slimy form creating a flexible hybrid skin. Because of its unique properties, the ooze is able to spawn porous openings along its body that can function as a mouth that automatically swallow anything that gets too close.

Endless Hunger

Although most oozes tend to have rather voracious appetite, none of their kind can match the insatiable hunger of the flesh ooze. However, the most peculiar trait about the flesh ooze is its connection to self-replication. The more the flesh ooze eats, the larger it becomes. Eventually its size reaches its ultimate threshold; where in the flesh ooze begins to split apart. After a disgusting and slimy process, the flesh ooze splits into two fully grown oozes, each traveling on their own to satisfy their growing hunger.

Flesh Ooze Tactics

Flesh oozes are driven by one thing, their enormous hunger. As a result, they are often roaming about seeking anything that they can wrap their pseudopods around to devour. Because of their ability to rapidly multiply while feeding, adventurers must take special care to eliminate a flesh ooze as quickly as possible. Although flesh oozes prefer to give each other a wide berth, especially after splitting; a flesh ooze infestation can cause widespread destruction as each ooze will go off in search of its next meal, inevitably spawning even more oozes.

Infinite Maws

Although engaging an ooze in melee combat is generally a bad idea for all but the most experienced of fighters, battling a flesh ooze in close quarters can prove to be a daunting challenge, even to experienced veterans. Due to the ooze's malleable "skin", it is able to create gaping maws that instantly engulf any creature foolish enough to strike it while in melee combat.



Flesh Ooze

Large Ooze, Unaligned


  • Armor Class 6 (Natural Armor)
  • Hit Points 84 (8d10+40)
  • Speed 15ft., climb 15ft.

STR DEX CON INT WIS CHA
14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

  • Saving Throws Con +7
  • Skills Stealth +0, Perception +0
  • Senses blindsense 60ft (blind beyond this radius), passive Perception 11
  • Proficiency Bonus +2
  • Challenge 3(700 xp)

Amorphous Form The ooze can 5) | move through a space as narrow as one inch without squeezing.

Consuming Growth When the ooze kills a Medium or larger creature that has been engulfed, the ooze regenerates 30 hitpoints. If this amount heals the ooze past its hitpoint maximum, the ooze gains temporary hitpoints equal to the additional amount healed

If the ooze acquires 30 temporary hitpoints, it immediately splits spawning a flesh ooze in an unoccupied space medium or larger within 5ft. of it. The new ooze has hitpoints equal to half the original's current hitpoints, rounded down. New oozes are one size smaller than the original.

Infinite Maws When a Large or smaller creature hits the flesh ooze with a melee attack while within 5ft. of it, the target must succeed a DC 12 Strength saving throw. On a failed saving throw, the target is considered to be engulfed

Ooze Form The ooze takes up its entire 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 12 Strength check, and the creature making the attempt takes 10 (4d4) acid damage.

The ooze can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Reactive The ooze regains its action at the end of each of its turns.

Spider Climb The ooze can climb difficult surfaces, including ceilings, without needing to make an ability check.

Actions

Multiattack. The ooze can make two attacks with its pseudopods

Pseudopod. Melee Weapon Attack: +4 to hit, 10ft., one target. Hit: 7 (1d8+2) bludgeoning damage + 5(2d4) acid damage. On a hit, a Large or smaller target is grappled (escape DC 12).

Maw. Melee Weapon Attack: +4 to hit, 5ft., one grappled target. Hit: 13 (2d10+2) bludgeoning damage + 10(4d4) acid damage. On a hit, the target is engulfed

The ooze regains a number of hitpoints equal to the necrotic damage dealt.

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 12 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 10 (4d4) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 10 (4d4) necrotic damage at the start of each of its 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 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.

Reactions

Retaliation When a creature hits the ooze with a melee attack while within 5ft. of it, the ooze can use its reaction to make a pseudopod attack against the attacker \pagebreakNum

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.