Gray Ooze

Medium ooze
Challenge

STR
1
DEX
−2
CON
3
INT
−5
WIS
−2
CHA
−4

22
3d8+9
10
Fort
+4
Ref
+0
Will
−3
Damage resistances acid, cold, fire
Condition immunities bleeding, blinded, charmed, deafened, exhausted, frightened, prone

Speed 2 m., climb 2 m.
Skills Stealth −1 (10)
Senses blindsight 10 m. (blind beyond this radius)

Amorphous. The gray ooze can move through a space as narrow as 2 centimeters wide without squeezing.

Corrosive Form. A creature that touches the gray ooze or hits it or misses it by 4 or less with a melee attack while within 1 meter of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the gray ooze corrodes. After dealing damage, the weapon is permanently corroded 1. Nonmagical ammunition made of metal or wood that hits the gray ooze is destroyed after dealing damage. The gray ooze can eat through 5-centimeter-thick, nonmagical wood or metal in 1 round.

False Appearance. While the gray ooze remains motionless, it is indistinguishable from an ordinary oily pool or wet rock.

Maneuvers. The gray ooze uses maneuvers (maneuver save Difficulty 11). It has 2 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, blind, grapple, spring attack

Actions (1)

Pseudopod. Melee Weapon Attack: +2 to hit. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage and the target’s armor or natural armor is permanently corroded 1.

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 weapon attack as you strike a sensitive area.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

On a critical hit, add twice as much damage.

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

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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.