Gelatinous Cube

Gelatinous Cube

Large ooze
Challenge

STR
2
DEX
−4
CON
5
INT
−5
WIS
−2
CHA
−5

84
8d10+40
8
Fort
+6
Ref
+0
Will
−4
Condition immunities bleeding, blinded, charmed, deafened, exhausted, frightened, prone

Speed 3 m.
Skills Stealth −3 (8)
Senses blindsight 10 m. (blind beyond this radius)

Maneuvers. The gelatinous cube uses maneuvers (maneuver save Difficulty 12). It has 5 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, grapple, spring attack

Ooze Cube. The gelatinous cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the gelatinous cube’s Engulf and has disadvantage on the saving throw.

Creatures inside the gelatinous cube can be seen but have total cover.

A creature within 1 meter of the gelatinous cube can use an action to pull a creature or object out of the gelatinous cube. Doing so requires a successful Difficulty 12 Brawn check, and the creature making the attempt takes 10 (3d6) acid damage.

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

Transparent. Even when the gelatinous cube is in plain sight, it takes a successful Difficulty 15 Perception check to spot the gelatinous cube that has neither moved nor attacked. A creature that tries to enter the gelatinous cube’s space while unaware of the gelatinous cube has disadvantage on its initiative check.

Actions (1)

Pseudopod. Melee Weapon Attack: +3 to hit. Hit: 12 (3d6 + 2) acid damage and the target’s armor or natural armor is corroded 2 until the end of the ooze’s next turn.

Engulf (1/turn). The gelatinous cube moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the gelatinous cube enters a creature’s space, the creature must make a Difficulty 12 Reflex saving throw.

On a success, the creature can choose to be pushed 1 meter back or to the side of the gelatinous cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

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

An engulfed creature can try to escape by using an action to make a Difficulty 12 Brawn check. On a success, the creature escapes and enters a space of its choice within 1 meter of the gelatinous cube and its armor or natural armor is corroded 2 until the end of the ooze’s next turn.

Underdarksrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.