Brown Tide Ooze (5e Creature)

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Brown Tide Ooze[edit]

Large ooze, unaligned


Armor Class 7
Hit Points 85 (10d10 + 30)
Speed 20 ft., climb 20 ft., swim 20 ft.


STR DEX CON INT WIS CHA
16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 16 (+3)

Proficiency Bonus +3
Damage Vulnerabilities lightning, radiant
Damage Immunities acid, bludgeoning, cold, necrotic, thunder
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft., passive Perception 8
Languages
Challenge 6 (2,300 XP)


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

Necrotizing Form. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 13 (3d8) necrotic damage and the ooze regains hit points equal to half of the damage dealt. Nonmagical life shaped ammunition that hits the ooze is destroyed after dealing damage.

Innate Spellcasting (Psionics). The ooze's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate
1/day each: bestow curse (5th level), contagion

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

ACTIONS

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) necrotic damage. In addition, nonmagical life shaped armor (bone, scale or wood) worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

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 13 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 (3d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) necrotic damage at the start of each of the ooze's turns. When the ooze moves, the engulfed creature moves with it.
A creature that dies while engulfed by the ooze animates as a zombie at the start of the ooze's next turn.
An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.


The brown tide oozes fell from the sky ages ago, then migrated underground to absorb the psychic energies there. As a result, they are now gifted with psychic abilities, such as the ability to create psychic zombies. The brown tide oozes now search for fresh meat, rotting everything they touch.

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