Summon Ooze

by Slimee88

Search GM Binder Visit User Profile

Summon Ooze

4th level conjuration


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S, M (a golden plate of pudding worth at least 300gp)
  • Duration: 1 hour (concentration)

You call forth powerful ooze. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Ooze Spirit stat block. When you cast the spell, choose the creature’s form: Jelly, Slime, or Pudding. The spirit resembles an ooze with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.



Ooze Spirit

Medium Ooze, Any


  • Armor Class 10 (Jelly only), 12
  • Hit Points 50 (Jelly only), 45 + 10 for each level of the spell above 4th
  • Speed 20ft

STR DEX CON INT WIS CHA
12 (+1) 5 (-3) 16 (+3) 4 (-3) 10 (0) 9 (-1)

  • Damage Resistances Acid, Bludgeoning (Jelly only), Piercing (Pudding only), Slashing (Slime only)

  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

  • Senses Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 8

  • Languages understands the languages you speak p


Amorphous (Slime and Pudding only) The ooze can move through a space as narrow as 1 inch wide without squeezing.

Transparent (Jelly only) Even when the ooze is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a ooze that has neither moved nor attacked. A creature that tries to enter the ooze's space while unaware of the ooze is surprised by the ooze.

Bouncy (Jelly only): If the spirit is hit by a weapon attack that deals bludgeoing damage, roll a d10. On a roll of 6 or higher, the attack bounces without dealing damage. On a roll of 10, the attack instead hits the attacker, or any creature within 5ft of the spirit, whichever is closer. Additionally, any creature that moves at least 10ft in a straight line (including falling) and enters in contact with the spirit is bounced back an euqual distance in the opposite direction.

Pudding (Pudding only): If the spirit is hit by a weapon attack that deals piercing or slashing damage, roll a d10. On a roll of 6 or higher, the weapon or ammunition used for the attack becomes stuck. A stuck weapon becomes useless until its retrieved. To retrieve the weapon a creature must be touching the spirit and use its action to perform a strength check with a DC equal to your spell save DC, retrieving the weapon/ammunition on a success. If the spirit dies or is dismissed/dispelled, anything stuck to it simply falls on the ground at the space occupied by the spirit

Sticky (Slime only): If a creature hits the slime with a melee weapon attack, roll a a d10. On a roll of 6 or higher, the creature becomes stuck. A creature that attempts to move while stuck must succeed on a strength check with a DC equal to your spell save DC, freeing itself on a success. If the creature fails, its speed is reduced to 0 until the start of its next turn. The spirit has advantage on any attacks made against stuck creatures, and stuck creatures have disadvantage on saving throws made to resist the spirit's engulf feature.


Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).

Pseudopod: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d6 + 3 + the spell’s level acid damage

Engulf. The spirit moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a Dexterity saving throw against your spell save DC.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a Strength check with a DC equal to your spell save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

 

This document was lovingly created using GM Binder.


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