Oozing Lord (5e Creature)

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Oozing Lord

Large ooze (oozing one), chaotic evil


Armor Class 15 (natural armour)
Hit Points 161 (14d10 + 84)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 22 (+6) 13 (+1) 14 (+2) 12 (+1)

Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid
Condition Immunities charmed, exhaustion, frightened
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12
Languages Abyssal, Common
Challenge 12 (8,400 XP)


Acidic Form. A creature that touches the oozing one or hits it with a melee attack while within 5 feet of it takes 14 (4d6) acid damage.

Amorphous. The oozing one can move through a space as narrow as 1 inch wide without squeezing.

Speak with Oozes. The oozing one can communicate with oozes as if they shared a language.

Spider Climb. The oozing one can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Stench. Any creature, other than an ooze, that starts its turn within 10 feet of the oozing one must succeed on a DC 20 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the oozing one's stench for 24 hours.

ACTIONS

Multiattack. The oozing one makes three attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, plus 14 (4d6) acid damage.

Spit Acid. Ranged Weapon Attack: +5 to hit, range 15/30 ft., one target. Hit: 10 (3d6) acid damage.


The undisputed leaders among the oozing ones, oozing lords are the size of ogres and bloated with acid. An oozing lord's mere presence pollutes the air with foul smelling acid, causing discomfort in creatures around it.

Ooze Nature. An oozing lord doesn't require sleep.


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