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sandmote
2022-07-18, 10:22 AM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/B5llhdOUoEak)

Lets face it; oozes show up, requires the PCs to figure out how to damage them, and then drop dead. Probably the biggest exception is the Gelatinous Cube, in which case the puzzle is to figure out the creature is there in the first place. The following are some additional oozes, to help round out one of the least common creature types in 5e.

Acid Blob
Oozes are strange relative to other creatures, and acid blobs are strange relative to other oozes. In some ways this makes them easier to understand, as acid blobs actively chase down prey, with some members of a group attempting to corral prey toward the others. But where other oozes throw out temporary pseudopods to guide their movement acid blobs consistently retain a spherical shape that resists attempts to deform it.

Acid blobs move by constant bouncing, up to twenty feet in the air in a single leap, allowing them to crash into potential prey and bound off faster than the victim can respond. Medium ooze, unaligned


Armor Class 12
Hit Points 58 (8d8 + 18)
Speed 35 ft
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 3 (-4) 6 (-2) 1 (-5)

Damage Immunities Acid, Piercing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Prone, Stunned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 3 (700 XP)
Standing Leap. The blob's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Quick Leap. The blob doesn't provoke attacks of opportunity when making a long or high jump.

Charge. If the blob moves at least 20 feet straight toward a target and then deals damage with an impact attack on the same turn, the target takes an extra 14 (4d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions
Impact. The blob expends 5 feet of movement to attempt to enter another creature's space. each creature inside that space must make a DC 13 Dexterity saving throw. On a failed save, the target takes 7 (2d6) bludgeoning damage and is pushed 5 feet. On a success the target takes half as much damage and the blob fails to enter its space. Quick as a flying creature, but the party can actually run up to it.

Able to inflate portions of themselves to increase buoyancy and catch the wind, bubble jellies take the tactic of dropping from ceilings into the outdoors.

Bubble jellies sail down from cliffsides and treetops, hoping to surprise creatures below. In most cases this requires the jelly to wait above open spaces, as their blindsight denies them the opportunity to see prey coming from any significant distance.
Medium ooze, unaligned


Armor Class 12
Hit Points 58 (8d8 + 18)
Speed 10 ft., 10 ft. climb 15 ft. fly (hover)
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 15 (+2) 3 (-4) 6 (-2) 1 (-5)

Damage Immunities Thunder, Bludgeoning
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Prone, Stunned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 3 (700 XP)
Ceiling Ambusher. The jelly treats any fall as 30 feet shorter for the purposes of determining fall damage.

Cuttable Wings. If the jelly takes 5 or more slashing damage at a time, it loses its flight speed until the start of its next turn.

Actions
Entrap. One creature within 5 feet of the jelly must make a DC 13 Acrobatics (Dexterity) check or be restrained by the jelly. A creature restrained by the jelly in this manner takes 7 (2d6) acid damage at the start of their turns and can use an action to attempt a DC 13 Athletics (Strength) check to break away from the jelly, ending the condition on a success.

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage. So the party can't assume they won't encounter an ooze dropping on them just because they're in an area without a ceiling.

Fireloving oozes attracted to light, flareaters present a natural threat against creatures carry sources of light through the underdark. Areas of significant heat and light would overstuff a flareater, which is why they are more often found in areas with only occasional sources of fire. When one of these heat sources goes too long without providing food the flareaters leave to search for more, stumbling upon trade routes or adventurers as they go.

Drow and Draugar, both of which prefer to go without light, sometimes pile on campfires in unworked corridors to attract and sustain flareaters, providing a natural and low effort method of interfering with attempts to invade their land or free slaves.
Tiny ooze, unaligned


Armor Class 8
Hit Points 10 (3d4 + 3)
Speed 15 ft., 15 ft. climb
STR DEX CON INT WIS CHA
12 (+3) 6 (-2) 12 (+1) 1 (-5) 5 (-3) 1 (-5)

Damage Immunities Fire
Damage Resistances Radiant, Bludgeoning
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 7
Languages --
Challenge 1/8 (25 XP)
Ceiling Ambusher. The flareater treats any fall as 30 feet shorter for the purposes of determining fall damage.

Fire Absorption. Whenever the flareeater is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage plus 2 (1d4) acid damage. Intended as a guide for new players, to introduce oozes and the X Absorption feature.

Named for the quicksand which they resemble, live quicksands hide their thin forms just beneath the surface of loose materials like sand or soil, then bubble up from underneath when potential prey wanders by.Large ooze, unaligned


Armor Class 12
Hit Points 58 (9d10 + 9)
Speed 30 ft., 30 ft. burrow
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 10 (+0) 1 (-5) 5 (-3) 1 (-5)

Damage Immunities Fire, Lightning, Radiant, Thunder; Piercing and Slashing damage from nonmagical attacks.
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing damage.
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Tremorsense 60 ft., Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 4 (1,100 XP)
Amorphous. The quicksand can move through a space as narrow as 1 inch wide without squeezing.

Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 3 (1d6) slashing damage.

Engulf. The quicksand moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the quicksand enters into a creature's space, the creature must make a DC 14 Dexterity saving throw.

On a failed save, the ooze enters the creature's space, and the creature takes 14 (4d6) slashing damage and is restrained by the quicksand. The grappled creature takes 28 (8d6) slashing damage at the start of each of the quicksand's turns. When the quicksand leaves the creature's space, the condition ends on the creature.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the quicksand. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

Grappled creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the quicksand. To keep quicksand as much of a problem in Tier 2 as it is in the movies.

Silvery and metallic, mercurial slimes are among the fastest of oozes. Pummeling creatures into submission rather then dissolving them, these slimes can lie dormant for years before raising themselves to hunt again.

The same metallic form that renders them easy to spot allows mercurial slimes to greatly outspeed their relations. Where other oozes then attempt to ambush or entrap creatures, mercurial slimes instead pursue a particular creature until their prey collapses from exhaustion or poisoning. The slimes then sinks down into the creature's body to slowly dissolve away their flesh down to the bone.Small ooze, unaligned


Armor Class 17 (Natural Armor)
Hit Points 47 (5d6 + 30)
Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 23 (+6) 1 (-5) 5 (-3) 1 (-5)

Damage Immunities Acid, Lightning, Poison
Damage Resistances Cold, Psychic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing damage from nonmagical attacks.
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 7
Languages --
Challenge 5 (1,800 XP)
Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.

Quickness (Recharge 5–6). The slime can take the Dodge action as a bonus action.

Twinkling Form. The slime has disadvantage on stealth checks unless attempting to hide in molten or precious metal.

Actions
Multiattack. The slime makes two attacks with its pseudopods.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 7 (3d4) poison damage and the target must make a DC 18 Constitution saving throw. On a failed save, the target is poisoned for 1 hour. Intended as an ooze with properties (like slow movement and stealth) very much unlike that of most oozes.

Necrotic Jelly
Appearing deathly green and typically carrying partial remains of the creatures they've killed, necrotic jellies typical arise in areas of powerful necromantic magic. Necrotic jellies are maintained by a snarled combination of positive and negative energies which requires them to regularly feed on living creatures of their recent remains. In an additional twist, the least intelligent undead fail to recognize the presence of a necrotic jelly, even when they would otherwise attack any creature containing positive energy to pass by.

Liches and most other practitioners of necromantic magic therefore leave necrotic jellies alone as naturally forming security measures near the sites where the partake in dark rituals and depraved acts.Large ooze, unaligned


Armor Class 8
Hit Points 67 (9d10 + 27)
Speed 20 ft., 20 ft. climb
STR DEX CON INT WIS CHA
15 (+2) 7 (-2) 18 (+4) 1 (-5) 5 (-3) 1 (-5)

Damage Immunities Necrotic, Poison
Damage Resistances Acid, Cold; Bludgeoning, Piercing, and Slashing damage from nonmagical attacks.
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 7
Languages --
Challenge 3 (700 XP)
Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.

Negative Energy. The jelly is invisible to undead with an intelligence score of 7 or lower.

Actions
Multiattack. The jelly makes two attacks: one with its pseudopod and one to wring life.

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 5 (2d4) necrotic damage.

Wring Life. One creature within 10 feet the jelly can see must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save or half as much on a success. Unless the target is a construct or an undead, the jelly regains hit points equal to half the damage dealt. A nasty thing to throw at your PC necromancer, doubling as something that isn't undead to fight when the party is expected the local undead to have killed everything else.

Stronger than many giants, the razhak is a type of relatively intelligent ooze that feeds on stone, arranging large portion of around its body to create a mobile exoskeleton.

Razhaks feed on the mineral content of the surrounding rock to live. They do not breathe or sleep. If a razhak were somehow kept from contact with any other rock or dirt by levitation or imprisonment it would feed on itself until it finally disappeared and died. This would take approximately 150 years; a razhak is nearly 12 tons of solid rock, and it needs very little sustenance.

Living for thousands of years, convincing a razhak to act in response to the shorter lived races is a difficult. The creatures are fundamentally peaceful, taking a long term view of the world. Nonetheless an angry razhak is a sight few survive seeing; and these survivors recall the sight with great terror.

Razhaks maintain separate territories, communicating with each other over this distance though a special form of tapping. Maintaining the tunnels to properly carry these sounds from one razhak to another can take up a large portion of a razhak's time, and one of the few things they are willing to accept as payment is having a blockage removed from the surrounding area so they can continue to communicate with old friends miles away.
Huge ooze, neutral good


Armor Class 8 in ooze form, 14 in Stone form (natural armor)
Hit Points 112 (8d12 + 48)
Speed 40 ft., 10 burrow, 30 ft., 30 ft climb, 10 burrow when in ooze form
STR DEX CON INT WIS CHA
25 (+7) 6 (-2) 23 (+6) 9 (-1) 10 (+0) 8 (-1)

Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing damage from Nonmagical attacks.
Damage Resistances Fire, Cold, Lightning, Radiant; Bludgeoning, Piercing, and Slashing damage
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened
Senses Passive Perception 12
Languages Undercommon
Challenge 10 (1,100 XP)
Amorphous (Ooze Form Only). The razhak can move through a space as narrow as 1 inch wide without squeezing.

Restorative Burrowing. The razhak can burrow through nonmagical, unworked earth and stone. When in its stone form the razhak regains 1d6 hit points for every 10 feet it burrows.

Ooze Abilities (Ooze Form Only). The razhak is immune to being knocked prone. It has a Strength score of 12 (+1), a Constitution score of 16 (+3), and a hit point maximum of 76. Its other statistics, except movement and AC, remain unchanged.

Shapechanger. The razhak can spend 1 minute assuming its true form, which is that of a medium ooze, during which it is incapacitated. The razhak can spend 1 hour working a section of stone 10 feet on a side, at the end of which the razhak enters the stone's space, assumes its stone form, and regains all of its hit points.

Spider Climb (Ooze Form Only). The razhak can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions
Multiattack (Stone Form Only). The razhak makes up to three bludgeon attacks or one bludgeon attack and one attack with its thrown hand.

Bludgeon (Stone Form Only). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit 17 (3d6 + 7) slashing damage.

Thrown Hand (Stone Form Only). Ranged Weapon Attack: +11 to hit, range 30/90 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage and the target is restrained. As an action, the restrained target can make a DC 19 Strength check, breaking out of the hand on a success. The hand can also be attacked and destroyed (AC 15; hp 5; resistances and immunities as the razhak). The razhak has 2 hands.

Pseudopod (Ooze Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage

Bonus Actions
Restore Hand. The razhak regrows a missing hand. The razhak cannot regrow a hand if it already has 2 hands.

Reactions
Grabbing Hand (Stone Form Only). When the razhak would be able to make an opportunity attack, it can choose to grab the target instead. The razhak makes a bludgeon attack. On a hit, the target is restrained in the razhak's hand. As an action, the restrained target can make a DC 19 Strength check, breaking out of the hand on a success. The hand can also be attacked and destroyed (AC 15; hp 5; resistances and immunities as the razhak). The razhak has 2 hands. Found this in a compendium of 2e monsters and though it was really neat.


Reekmurks dissolve wood and similar plant matter slowly and incompletely, creating a thick stench as they make their way through far below the forest floor. They possess a limited ability to understand other creatures can pick up on this scent before the reekmurk can strike, even as it renders them unable to fight back.

Reekmurks therefore slowly learn to repress their overwhelming scent, allowing it to exdend only when they move in for the kill.
Medium ooze, unaligned


Armor Class 10
Hit Points 44 (8d8 + 8)
Speed 20 ft.
STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 13 (+1) 2 (-4) 5 (-3) 1 (-5)

Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Prone, Stunned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 3 (700 XP)
Amorphous. The reekmurk can move through a space as narrow as 1 inch wide without squeezing.

Stench. Any creature other than a reekmurk that starts its turn within 30 feet of the reekmurk must succeed on a DC 12 Constitution saving throw spend its next turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. On a successful saving throw, the creature is immune to the stench of all reekmurks for 1 hour.

Actions
Reduce Stench. The radius of the reekmurk's stench is reduced to 5 feet for as long as the reekmurk maintains concentration (as if concentrating on a spell).

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage. Originally based on a creature from 2e, your generic stinky ooze.

Rooting oozes appear superficially similar to tree roots when still, their bodies forming a tangled knot of threads which sends forth smaller tendrils to explore the area around it. Rooting oozes rip out portions of this knotting material to slow and disable any creatures they attempt to feed on.Large ooze, unaligned


Armor Class 12
Hit Points 60 (8d10 + 16)
Speed 20 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 15 (+2) 2 (-4) 6 (-2) 1 (-5)

Damage Immunities. Acid, Fire
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Prone, Stunned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 1 (200 XP)
Amorphous. The rooting ooze can move through a space as narrow as 1 inch wide without squeezing.

Actions
Multiattack. The ooze throws one ooze net and makes one attack with its pseudopod.

Ooze Net. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 4 (1d4+2) bludgeoning damage, 3 (1d6) acid damage, and the target is restrained by the net of ooze for 1 minute. A creature can use its action to make a DC 12 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) acid damage. The spider's web effect grants a creature an effective +1 to AC when calculating CR. Which nothing else has anyway. Not as annoying as the volume of space used listing abilities that don't effect CR, but I still wanted to make something that has the same effect.

Created by powerful and viscous wizards, slithering hordes sent along inside inlaid packages along with gifts of value. Shortly after being stored away the slithering hoard is able to dissolve or escape its container and begin the process of taking over the vaults of those to whom it was gifted.

Once in operation, visitors begin mysteriously disappearing while within the vault, only their metal belongings ever found on the floor. As the slithering hoard grows larger it begins devouring more and more powerful victims, eventually leaving beyond the vault for short periods to hunt. In this manner the owners of the vault are forced to seal off or abandon their stores of valuables. Unable to bestow favors and pay troops, their ability to engage in political and military action is crippled until the slithering hoard is dealt with.

Dragon Thralls. Able to live off the scraps inevitably left in dragon dens, some dragons intentionally create or capture slithering hoards as guards in their most precious vaults. In the best cases the oozes are able to devour interlopers, leaving their most precious items to add to the dragon's belongings. If the dragon is slain and the interloper attempts to grab from the hoard before taking the time to recover, a slither hoard may even be able to bring the dragon vengeance from beyond the grave.Large ooze, unaligned


Armor Class 15 (natural armor)
Hit Points 84 (6d10 + 12)
Speed 10 ft., climb 10 ft.
STR DEX CON INT WIS CHA
16 (+3) 2 (-4) 21 (+5) 1 (-5) 6 (-2) 1 (-5)

Damage Resistances Fire, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 7 (2,900 XP)
Ooze Sphere. A creature within 5 feet of the hoard can take an action to pull a creature or object out of the hoard. Doing so requires a successful DC 14 Strength check, and the creature making the attempt takes 14 (4d6) acid damage.

The hoard can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

False Appearance. Even when the hoard is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to distinguish a hoard that has neither moved nor attacked from a large pile of treasure. A creature that tries to pick up an object from the hoard's surface while unaware of the hoard is surprised by the hoard.

Actions
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) bludgeoning damage plus 14 (4d6) acid damage.

Engulf. The hoard moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the hoard enters a creature's space, the creature must make a DC 14 Dexterity saving throw.

On a failed save, the hoard enters the creature's space, and the creature takes 12 (2d8+3) bludgeoning damage plus 14 (4d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 28 (8d6) acid damage at the start of each of the hoard's turns. When the hoard moves, the engulfed creature moves with it.

On a successful save, the creature takes half as much bludgeoning damage, no acid damage, and can choose to be pushed 5 feet back or to the side of the hoard. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the hoard. Higher level than the Gelatinous Cube. I can think of three cases you'd want to use one:

The party has snuck in to steal from a pile of valuables large enough to house a Slithering Hoard.
The party slew the owner of such a pile of valuables and you want to force them into another fight to keep the treasure.
Someone the party doesn't want to cross owns the treasure, and will grant some small subset of the pile to the party for slaying the Hoard.


Resembling a snowbank when disguised, a snowflake ooze can expand its form into a mesh of shining crystals resembling a layer of fine frost along their sides. Unlike the fluid forms of most other oozes, snowflake oozes retain a measure of rigidity that leaves them more vulnerable to breaking apart. However, this crystalline structure is better suited to disguising itself in the ooze's snow laden environment, and allows it surprising reach with its pseudopods, both of which can make up for the ooze's fragile form.Large ooze, unaligned


Armor Class 8
Hit Points 45 (6d10 + 12)
Speed 10 ft., climb 10 ft.
STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)

Damage Immunities Cold, Fire, Bludgeoning
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 2 (450 XP)
Amorphous. The ooze can move through a space as narrow as 3 inches wide without squeezing.

False Appearance. While the ooze remains motionless, it is indistinguishable from a snowbank.

Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) cold damage.

Reactions
Split. When an ooze that is Medium or larger is subjected to bludgeoning or fire damage, it splits into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze's, rounded down. New oozes are one size smaller than the original ooze. An arctic ochre jelly. Since taking fire damage causes it to split up I gave it fire Immunity, which might make it a harder fight when surrounding creatures otherwise have vulnerability to fire damage (you don't want to throw a CR 11 Remorhaz at the party).

Shimmering in bright hues of pink, blue, and magenta, vivid puddings stand out from the rest of their ooze relations. The bursts of light they are able to unleash from their bodies render surrounding creatures unable to move and giving the pudding plenty of time to find a way to bring its otherwise weak acid through each creature's defenses.Medium ooze, unaligned


Armor Class 9
Hit Points 58 (9d8+18)
Speed 15 ft., climb 15 ft.
STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 14 (+2) 3 (-4) 12 (+2) 3 (-4)

Damage Immunities Psychic
Damage Resistances Acid, Fire, Cold, Force, Lightning, Poison, Thunder
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 12
Languages --
Challenge 2 (450 XP)
Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.

Scintillating Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 3 (1d6) psychic damage. Blinded creatures are immune to this effect.

Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) psychic damage and 3 (1d6) acid damage.

Hypnotic Burst (Recharges on a 6). The pudding casts the Hypnotic Pattern spell, affecting the area in a 30-foot radius around the pudding, requiring no spell components. I'm not sure about the wording of the pseudo-spell effect. Otherwise this thing has resistance to most of what spellcasters would throw at it and a separate set of defenses for melee characters to deal with.

Patquin
2022-07-18, 11:56 AM
Well the Bubble Jelly could be good in massive open caverns, low to no gravity, or floating adrift in the air as a hazard for birds and wizards. Flying oozes that just drift towards players can find all sorts of uses. Hell, they could travel as a big cloud and descend on some poor town.

Your Vivid Pudding made me think of Prismatic Ooze, that does damage/effects as a prismatic ray depending on the color of the pseudopod that hits you.
I don't know if that exists already or not. If not, then hey hey, it will soon for some poor group.

You could have the Rooting Oooze web continue to deal acid damage while the victim is trapped.

Maybe rename Acid Blob to Quick Slime, or Jumping Slime, just to get the gimmick across to the PCs.

If I was being mean, I would suggest the Mercurial Slime upon striking an enemy inflict Slow on their victim and gain Haste for themselves.

The rest seem pretty solid builds.

GalacticAxekick
2022-07-18, 02:06 PM
I love this! I strongly believe that every fight should be a gimmick fight: that every fight should be a puzzle to solve and not a series of rolls to passively watch. I wrote a short list of homebrew monsters (https://homebrewery.naturalcrit.com/share/_FCM0bfXJ)experimenting with gimmick fights like these, including a couple oozes.

I think you also did a really great job of integrating each ooze into the setting with a great lore description. 10/10 homebrew. I may introduce some of these at my table!

sandmote
2022-07-18, 07:50 PM
Your Vivid Pudding made me think of Prismatic Ooze, that does damage/effects as a prismatic ray depending on the color of the pseudopod that hits you.
I don't know if that exists already or not. If not, then hey hey, it will soon for some poor group. You could make a campaign plot out of that. Have a colossal ooze roaming the countryside dealing all sorts of damage, and the party has to collect everything they'd need to get through a prismatic wall before they have a chance at a fair fight.


Maybe rename Acid Blob to Quick Slime, or Jumping Slime, just to get the gimmick across to the PCs. Several of the names are taken from 2e creatures, including this one. I'll leave it for now, but yeah, Jumping Jelly might be clearer.


I love this! I strongly believe that every fight should be a gimmick fight: that every fight should be a puzzle to solve and not a series of rolls to passively watch. I wrote a short list of homebrew monsters (https://homebrewery.naturalcrit.com/share/_FCM0bfXJ)experimenting with gimmick fights like these, including a couple oozes. Depends on how broad a definition of "puzzle" you use, I guess. But, yeah throw a problem at the party instead of throwing sacks of hit points at them. My main issue then becomes that for a lot of oozes the "puzzle" is to figure which damage types do anything, which isn't great mechanically (and I don't think I've avoided that problem here).

The linked monsters work well for making the party figure out some method for getting past the monster's defenses though; really neat. I particularly the what you handled the ghosts.


I may introduce some of these at my table! Please let me know how it goes if you do.

Metastachydium
2022-07-19, 05:29 AM
5e's not really my thing, so I don't have much to say about the mechanics, but:



Acid Blob
Oozes are strange relative to other creatures, and acid blobs are strange relative to other oozes. In some ways this makes them easier to understand, as acid blobs actively chase down prey, with some members of a group attempting to corral prey toward the others. But where other oozes throw out temporary pseudopods to guide their movement acid blobs consistently retain a spherical shape that resists attempts to deform it.

Acid blobs move by constant bouncing, up to twenty feet in the air in a single leap, allowing them to crash into potential prey and bound off faster than the victim can respond. Medium ooze, unaligned


Armor Class 12
Hit Points 58 (8d8 + 18)
Speed 35 ft
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 3 (-4) 6 (-2) 1 (-5)

Damage Immunities Acid, Piercing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Prone, Stunned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 3 (700 XP)
Standing Leap. The blob's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Quick Leap. The blob doesn't provoke attacks of opportunity when making a long or high jump.

Charge. If the blob moves at least 20 feet straight toward a target and then deals damage with an impact attack on the same turn, the target takes an extra 14 (4d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions
Impact. The blob expends 5 feet of movement to attempt to enter another creature's space. each creature inside that space must make a DC 13 Dexterity saving throw. On a failed save, the target takes 7 (2d6) bludgeoning damage and is pushed 5 feet. On a success the target takes half as much damage and the blob fails to enter its space. Quick as a flying creature, but the party can actually run up to it.

Okay, oozes (especially 3.5 oozes) can get real silly, but an acidic bouncing ball ooze? I didn't see that coming, and I love it.


Cuttable Wings. If the jelly takes 5 or more slashing damage at a time, it loses its flight speed until the start of its next turn.

That's a weird name. Does this thing have wings?


Reekmurks dissolve wood and similar plant matter slowly and incompletely, creating a thick stench as they make their way through far below the forest floor. They possess a limited ability to understand other creatures can pick up on this scent before the reekmurk can strike, even as it renders them unable to fight back.

Reekmurks therefore slowly learn to repress their overwhelming scent, allowing it to exdend only when they move in for the kill.
Medium ooze, unaligned


Armor Class 10
Hit Points 44 (8d8 + 8)
Speed 20 ft.
STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 13 (+1) 2 (-4) 5 (-3) 1 (-5)

Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Prone, Stunned
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 3 (700 XP)
Amorphous. The reekmurk can move through a space as narrow as 1 inch wide without squeezing.

Stench. Any creature other than a reekmurk that starts its turn within 30 feet of the reekmurk must succeed on a DC 12 Constitution saving throw spend its next turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. On a successful saving throw, the creature is immune to the stench of all reekmurks for 1 hour.

Actions
Reduce Stench. The radius of the reekmurk's stench is reduced to 5 feet for as long as the reekmurk maintains concentration (as if concentrating on a spell).

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage. Originally based on a creature from 2e, your generic stinky ooze.

In case you want to check it out, 3.5 also has a reekmurk in Fiend Folio. It's Huge, amphibious, incredibly fast (40', swim 60'), hurt by sunlight and besides the Stench, boasts of a 10' Extraordinary "aura" (in fact loads of long, hairlike tendrils that flail around constantly) dealing acid damage.



Created by powerful and viscous wizards, slithering hordes sent along inside inlaid packages along with gifts of value. Shortly after being stored away the slithering hoard is able to dissolve or escape its container and begin the process of taking over the vaults of those to whom it was gifted.

Once in operation, visitors begin mysteriously disappearing while within the vault, only their metal belongings ever found on the floor. As the slithering hoard grows larger it begins devouring more and more powerful victims,

Shouldn't that capability to grow (and the fact that it starts out much smaller) have some kind of mechanical representation?



[SPOILER=Snowflake Ooze][SPOILER=Fluff]Resembling a snowbank when disguised, a snowflake ooze can expand its form into a mesh of shining crystals resembling a layer of fine frost along their sides. Unlike the fluid forms of most other oozes, snowflake oozes retain a measure of rigidity that leaves them more vulnerable to breaking apart. However, this crystalline structure is better suited to disguising itself in the ooze's snow laden environment, and allows it surprising reach with its pseudopods, both of which can make up for the ooze's fragile form.Large ooze, unaligned


Armor Class 8
Hit Points 45 (6d10 + 12)
Speed 10 ft., climb 10 ft.
STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)

Damage Immunities Cold, Fire, Bludgeoning
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 2 (450 XP)
Amorphous. The ooze can move through a space as narrow as 3 inches wide without squeezing.

False Appearance. While the ooze remains motionless, it is indistinguishable from a snowbank.

Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) cold damage.

Reactions
Split. When an ooze that is Medium or larger is subjected to bludgeoning or fire damage, it splits into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze's, rounded down. New oozes are one size smaller than the original ooze. An arctic ochre jelly. Since taking fire damage causes it to split up I gave it fire Immunity, which might make it a harder fight when surrounding creatures otherwise have vulnerability to fire damage (you don't want to throw a CR 11 Remorhaz at the party).

Also a thing in 3.5. MM3, to be more specific. That one's smaller, can't squeeze, is immune to cold only (and vulnerable to fire (which makes sense (why is yours immune to that, by the way? never mind, I see your explanation now))), has an aura of cold damage and an ability more interesting that normal DR (if you ask me): it is like a snowflake insofar as it consists of branching slimestuff and empty spaces in-between, due to which piercing weapons (be them melee or ranged) have a 20% chance of harmlessly passing through them.




On an unrelated note, your avatar is a BIRDY!

sandmote
2022-07-19, 01:34 PM
That's a weird name. Does this thing have wings? Would "popable bubbles" be clearer? Its a weird mechanic, but I wanted some way for PCs to be able to force it down, especially given it's flight is supposed to be relatively weak.


In case you want to check it out, 3.5 also has a reekmurk in Fiend Folio. It's Huge, amphibious, incredibly fast (40', swim 60'), hurt by sunlight and besides the Stench, boasts of a 10' Extraordinary "aura" (in fact loads of long, hairlike tendrils that flail around constantly) dealing acid damage.

Also a thing in 3.5. MM3, to be more specific. That one's smaller, can't squeeze, is immune to cold only (and vulnerable to fire (which makes sense (why is yours immune to that, by the way? never mind, I see your explanation now))), has an aura of cold damage and an ability more interesting that normal DR (if you ask me): it is like a snowflake insofar as it consists of branching slimestuff and empty spaces in-between, due to which piercing weapons (be them melee or ranged) have a 20% chance of harmlessly passing through them. Apparently the reekmurk was original to 3.5e. Not sure if I took so long to write the statblock that I forgot or if I'd reused the name from something simpler. 20% chance to do nothing is really thematic.

Either way, both of these descriptions are a lot cooler than what I ended up with. I might update them later.


Shouldn't that capability to grow (and the fact that it starts out much smaller) have some kind of mechanical representation? 2e has some weirdness with growing creatures and I didn't think of this before converting it to 5e. You could probably drop a gelatinous cube down to medium size and represent it that way.


On an unrelated note, your avatar is a BIRDY! Thanks! :smallredface: The legs came out a bit too thick, but otherwise I think it came out really well.

BerzerkerUnit
2022-07-20, 08:03 PM
I just came across my scribbled notes from work where I wrote down "Dream Ooze" which apparently moves around as a blob of quicksilver or melange of colors.

When it encounters 1 or more creatures, it waits for them to become immobile, usually when sleeping, then gloms onto them forming a 15x15 area that recreates one of their memories or dreams. It creates inducements to stay inside the dream realm area, anything from a pile of gold to a chocolate fountain to a lost love. If the creature within moves, the ooze moves with the creature, hemming them in with terrain features (like walls or pitfalls) or other threats to prevent them from leaving its confines. If the creature does attempt to breach a wall, they become trapped and possibly poisoned.

Inside the ooze, the illusory food and water prevent hunger and thirst for a time, but provide no sustenance. Creatures trapped inside need to make an investigation check to realize they're so trapped which can be difficult after the first level of exhaustion sets in.

Creatures inside are subject to a continuous phantasmal force.

The ooze itself is intelligent and Neutral. If successfully communicated with (via telepathy) it will generally explain itself as a symbiotic entity, offering joys and calm resolution to regrets in exchange for the nutrients the victims ultimately provide after dying of thirst or other hazard.

The most common means by which creatures escape is noticing that wounds gradually fade though the pain remains quite present. Beasts and other unintelligent creatures often don't notice due to their less developed sense of time.

Metastachydium
2022-07-21, 10:32 AM
Would "popable bubbles" be clearer? Its a weird mechanic, but I wanted some way for PCs to be able to force it down, especially given it's flight is supposed to be relatively weak.

I think I'd go with something simple, like deflatable.


Apparently the reekmurk was original to 3.5e. Not sure if I took so long to write the statblock that I forgot or if I'd reused the name from something simpler. 20% chance to do nothing is really thematic.

Either way, both of these descriptions are a lot cooler than what I ended up with. I might update them later.

Glad if I could be of help!


Thanks! :smallredface: The legs came out a bit too thick, but otherwise I think it came out really well.

I wouldn't have noticed the legs if you didn't bring it up. That's a really nice birdy!