Umbrellooze (5e Creature)

From D&D Wiki

Jump to: navigation, search

Umbrellooze[edit]

Medium ooze, unaligned


Armor Class 15
Hit Points 33 (6d8 + 6)
Speed 15 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
6 (-2) 20 (+5) 12 (+1) 2 (-4) 14 (+2) 1 (-5)

Proficiency Bonus +2
Damage Vulnerabilities cold
Damage Resistances acid, necrotic, radiant
Damage Immunities piercing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages
Challenge 3 (700 XP)


Critically Flammable. When the ooze takes any amount of fire damage, it bursts into green-and-orange flames and dies, leaving only foul smoke. If a creature is being affected by the ooze's Envelop, it takes fire damage equal to the ooze's remaining hit points.

Ooze Sheet. The ooze takes up the floor of its space. Other creatures can enter the space, but a creature that does so is subjected to the ooze's Envelop and has disadvantage on the saving throw.

Transparent. Even when the ooze is in plain sight, it takes a successful DC 17 Wisdom (Perception) check to spot a flying ooze or an ooze that has neither moved nor attacked. A creature that tries to enter the ooze's space while unaware of it is surprised by the ooze.

ACTIONS

Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d6) acid damage.

Envelop. The ooze moves up to its speed or falls straight down. While doing so, it can enter Medium or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 12 Dexterity saving throw, or DC 17 if the ooze fell from above.
On a successful save, the creature can choose to move 5 feet in any direction. A creature that chooses not to move suffers the consequences of a failed saving throw.
On a failed save, the ooze drapes over the creature, enveloping it and dealing 7 (2d6) acid damage. The enveloped creature can't breathe and takes 14 (4d6) acid damage at the start of each of the ooze's turns. When the enveloped creature moves, the ooze moves with it. If the ooze is hit by an attack, the enveloped creature takes half of the attack's damage (before reductions) if the attack's roll equals or exceeds the enveloped creature's AC.
The enveloped creature or a creature within 5 feet of it can attempt to scrape the ooze off as an action. The creature makes a DC 15 Strength check. Keep track of successes until the enveloped creature collects three. On the third success, the effect ends and the creature enters a space of its choice within 5 feet of the ooze. A creature that is not enveloped takes 7 (2d6) acid damage when taking this action. There is a 50% chance at the beginning of each of the ooze's turns for the number of successes to be reduced by 1.

REACTIONS

Evade. When the ooze would be hit by an attack (and that attack wasn't a critical hit) the attack misses instead. If a creature is being affected by the ooze's Envelop, that creature becomes the attack's target instead.

Umbrelloozes are found in all manner of humid, warm places with clear skies. They are incredibly lightweight and take to the air by spreading themselves thin and wide, moving in a manner similar to a jellyfish. They are as clear as water, remarkably difficult to spot, and extremely agile. They are active hunters, preferring to swoop down and blanket unsuspecting prey from above. Once covered by the ooze, victims have little hope of escape save for a handful of weaknesses. They consume living and once-living tissue including bone and leather, leaving behind wood, metal, and stone.
Though lacking in intelligence, umbrelloozes do possess a sense of self-preservation, avoiding cold areas and open flames. If a creature enveloped by the ooze approaches either of these hazards, the ooze will shed itself from the target and take off in search of an easier meal.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: