Possessed Ooze Knight (5e Creature)
Possessed Ooze Knight[edit]
Large ooze, neutral evil Armor Class 13 (natural armour)
Saving Throws Str +10, Con +10, Cha +9 Amorphous. The possessed ooze knight can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form. A creature that touches the possessed ooze knights or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the possessed ooze knight corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the possessed ooze knight is destroyed after dealing damage. Magic Resistance. The possessed ooze knight has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. The possessed ooze knight makes two longsword attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands, plus 9 (2d8) acid damage. Acid Orb (1/Day). The possessed ooze knight hurls a magical ball of acid that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 16 Dexterity saving throw. The sphere spreads around corners. A creature takes 31 (9d6) acid damage on a failed save, or half as much damage on a successful one. REACTIONSSplit. When a possessed ooze knight is Medium or larger is subjected to slashing damage, it splits into two new possessed ooze knights if it has at least 10 hit points. Each new possessed ooze knight has hit points equal to half the original possessed ooze knight, rounded down. New possessed ooze knights are one size smaller than the original |
Rarely, an ooze that kills an undead humanoid absorbs its victim's body and becomes one with it, bound by an evil spirit, forming a kind of ooze-undead hybrid. These hybrids are feared for their increased intelligence and the fact that most wield the same weapons they did in life, and that they can resist harmful magical energy. |
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