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Noblecrumpets Guide To Slimes

book on oozes

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Jim Zettlemoyer
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0% found this document useful (0 votes)
460 views71 pages

Noblecrumpets Guide To Slimes

book on oozes

Uploaded by

Jim Zettlemoyer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 71

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Contents
Monsters 28
Oozes Overview 3
Arcane Ooze 29
Oozes Overview 3 Blastfield Slime 30
What is an Ooze? 3 Blood Pudding 31
Ooze Tactics 3 Bone Ooze 32
Combatting Oozes 3 Brine Slime 33
Oozes as Metaphor 3 Crystal Ooze 34
Ooze Generator 4 Dire Oozes 35
Dragons (Ooze) 37
Environmental Oozes 6 Dream Ooze 41
Ethereal Ooze 42
Ooze Characters 9 Eye of the Old Ones 43
9 Flesh Jelly 45
Ooze Backgrounds Gloom Ooze 46
Geldyn Race 10 Geldyns 47
Grease Ooze 49
Subclasses 12 Ice Pudding 50
Ooze Domain 12 Jelly Skelly 51
Circle of Slime 13 The Lich-Cube 51
Magma Pudding 54
Oath of the Elder Eye 13 Memorial Ooze 55
Slime Lord 14 Metal Slime 56
Slime Sorcery 15 Nuclear Slime 57
Faceless Lord Patron 16 Oozelings 58
Oozeborn Giant 59
Spells 18 Poison Scourge 60
Prismatic Ooze 61
Spell Lists 18 Psionic Ooze 62
Spell Descriptions 19 Shamblers 63
Skinlatch Slime 65
Magic Items 25 Slime Knight 66
Slimestrand Pudding 67
Void Jelly 68

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Credits
Images and homebrew by Chris Culbertson (Noblecrumpet); some images by Alliebriggsart
This PDF was made possible with the help of Homebrewery at homebrewery.naturalcrit.com.
Parts of this document are derived from the OGL:
media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf

About the Author


Noblecrumpet is an illustrator, storyteller, content creator, and of course, a Game Master.
You can find them on their blog: noblecrumpet-dorkvision.tumblr.com
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Watch them on Twitch: twitch.tv/noblecrumpet

CONTENTS
2 /
Oozes Overview
What is an Ooze? you. Always remember to look upward as oozes can often be
found on ceilings.
An ooze is a form comprised of a collection of organisms. Sometimes it can’t be helped and an ooze will get the drop
Oozes vary in color, opacity, density, and biology in ways to on you. The important thing is to avoid being grappled or
make them both alien and terrifying. An ooze is typically engulfed (or escape if you have) and then put as much
mindless but alive. It possesses only the most basic sentience distance between you and the ooze as possible. If an ally has
giving it a single-minded purpose: to consume. An ooze’s form been captured they may need your help but helping them also
is corrosive, chemically or otherwise breaking down its prey risks getting yourself captured too. Have the strongest and
into something digestible. It then absorbs its victim, making it fastest member of your party run to their rescue.
part of its whole and growing larger with every meal. Adventurers that find themselves facing off with an ooze
Fresh oozes may start from the smallest bacteria, are in for a potentially long battle, and should be ready for it.
multiplying until they need to feed on multicellular creatures Oozes are rarely able to dodge attacks, relying instead on
to survive. Once they take on enough mass most oozes can their resilience and unyielding, amorphous nature to keep
reproduce by splitting, much like an amoeba. They divide them moving forward. They exist as positively massive pools
themselves in half or shed a smaller part of themselves that of hit points, including their many and varied resistances and
gains a full, separate oozy sentience all its own. immunities to damage.
Oozes and tend to prefer dark, moist places. Light can be The corrosive properties of an ooze are oftentimes
harmful to the development of most oozes and some slimes inevitable and dangerous. It is best to keep one’s distance
even find it deadly. Moisture, meanwhile, gives oozes the during combat. Don’t waste time trying to close doors or put
lubrication to move and sedimentary nutrients to grow. things in an ooze’s way as many can just shift through the
Dungeons and caves are thus the perfect habitats for such tiniest of cracks without slowing down. If caught in a
creatures. situation where you can’t escape, it is best to try and dish out
as much damage as possible to bring the creature down
Ooze Tactics before it can catch you.
Oozes do not employ tactics. Well, not in a traditional sense. Oozes tend to have a lot of resistances and immunities, so
They have hunting instincts and a compulsion to feed. The magic is sometimes a wasted effort. If an ooze has a
most common way for an ooze to take on prey is by weakness that can be exploited, however, it is worth the time
ambushing them. Oozes often move too slowly to chase down to find it. Some of the oozes in this guide have vulnerabilities
creatures, so they have to wait for their meal to come to or weaknesses that can make combat trivial once discovered.
them. Oozes tend to almost universally be immune to acid, so
An ooze with the ability to climb on sheer surfaces, like the don’t try using that. Cold damage is another common one to
ochre jelly, will hide on walls and ceilings and drop onto avoid but not everything is immune to it. Oozes capable of
whatever strolls along by. The most dangerous oozes can splitting often do so when subjected to lightning or slashing
hide in plain sight or attack those that mistake it for damage, so be careful and think twice before breaking out
something else. The gelatinous cube is completely your lightning bolt spell or your greataxe.
transparent, while a gray ooze looks like stone. Black The creatures are immune to most conditional effects, so
puddings can hide perfectly in the darkness, looking like avoid trying to charm, frighten, or restrain an ooze. They are
nothing more than a shrouded corner of a room. mindless and shapeless beings; just hit them as hard as you
Some oozes may “learn” the best hiding or hunting places can.
after a long life. They may lurk near traps that snare While hitting them hard is almost always the best option,
creatures so they can feast on the restrained victim, or rest at bear in mind that some oozes corrode weapons and armor.
the bottom of a pit to wait for an unlucky creature to slip in. Don’t use a weapon you aren’t willing to lose, or else
Canny dungeon builders may use oozes as guardians or improvise weapons if you can. Ranged missiles are a good
traps themselves, periodically feeding them if they don’t get option since they are just as effective and ammunition is
regular visitors. cheaper to replace than a maul and a set of full plate.
Although oozes are not intelligent, they might be able to
sense which creatures are moving slower than others and Oozes as Metaphor
prioritize them, thinking it to be an injured or less athletic From a story perspective, oozes symbolize many things that
creature that won’t be able to fight it off. In fact, creatures people fear. Use them to emphasize the narrative that you are
that are slower and weaker are ideal targets for an ooze. The going for when designing an adventure or story. Villains that
attacks and abilities of oozes often require their target to first use oozes in their lairs may use them as a reflection of their
dodge, and then try to wrest themselves free if caught. own plans or perhaps to mirror something troubling them.
Slow and Inevitable Death. Oozes move slowly and are
Combatting Oozes difficult to stop. They don’t tire, they can’t be reasoned with,
The best way to combat an ooze is to find it before it and can’t be easily killed. The ooze will one day reach you,
ambushes you. If you are in a moist, dark, or smelly dungeon, seize you in its sticky pseudopods, and slowly use its acid to
test everything before proceeding. A simple staff can test for a eat away at you. It eats away at flesh, fat, and nerves to keep
gelatinous cube or gray ooze by prodding the space in front of you alive as long as possible before your inevitable demise.

OOZES OVERVIEW
/ 3
An ooze represents the creeping inevitability of death that
waits for us all and the pain along the way. This is akin to Ooze Generator
things like disease, heartache, or old age that can slowly but What corrosive creation will you conjure? These tables help
surely kill. An ooze can be a terrifying representation of flesh out an ooze with random qualities. You can use its
conditions that make life unbearable, where it is almost results as inspiration for new oozes with unique
better to finish yourself before it takes you. compositions or themes.
It furthers the metaphor when you have a friend to aid you;
someone else to free you from the ooze’s clutches and Ooze Type
perhaps free you from it entirely. Roll on the Random Ooze Type table to determine what sort
Mindless Consumption. Oozes are primal creatures that of ooze you are creating. Oozes vary in their viscosity
rely on nothing but instinct. They seek only to feed and grow. (resistance to flow), their shape, and their composition.
Feeding helps them survive, feeding helps them reproduce, Jelly. Jellies are fairly viscous and are quite sticky, a middle
feeding is all they know. It is a perverted perfection of nature. ground between slimes and puddings. Their consistency is
They survive because they feed on the weak, then grow like that of fruit preserves. They can split apart, but often lack
bigger and stronger until they multiply. The ooze is the the consistency to engulf a creature (though it is possible).
distilled essence of life itself, and is perfectly efficient in Mold/Algae. A unique creature is the mold or algae, which
purpose and execution. often form patches on surfaces. Some might be capable of
What makes us fear the ooze is its bottomless gluttony. It movement but many just serve as static hazards adventurers
neither conserves nor shares, and it is never sated. Mortals, should avoid touching.
too, can consume on this level. The problem with such Ooze. Oozes are highly viscous to the point where they can
consumption is that it leaves nothing behind, and in time the maintain consistent forms if necessary, like gelatin. They are
consumer will have nothing left to devour, and will inevitably often capable of engulfing prey inside their forms. Some
wither and die. aren't even amorphous, like the infamous gelatinous cube.
Unyielding Force. Oozes are slow but nearly unstoppable. Polyp. A rarer type of ooze that is never amorphous is the
They pass under closed doors, through cracks in stone, polyp. Polyps are collections of organisms that maintain a
around your weapons and over your shield, into your armor rigid form and can have a rubbery texture, often being
and eventually down to your bones. Nothing short of a miscategorized as aberrations. They use physical attacks to
watertight container will stop an ooze. great effect and may secrete acid or poison.
Oozes don’t feel emotion or pain and are not stopped by a Pudding. Puddings are very viscous and very sticky, like
question of morality or a grievous wound, much like a horde tar. It can coat the back of a spoon or the back of a creature it
of mindless undead or machines. They keep coming and intends to eat, using its stickiness to keep its corrosive form
nothing will stop them. An ooze is a metaphor for what the glued to its prey.
masses can accomplish together at the expense of their Slime. Slimes are the least viscous of the oozes, dripping
individuality. The realization of its power about to overtake and flowing off of surfaces like syrup. Many slimes are highly
you makes you cognizant of your own individuality and the prone to splitting apart or splattering creatures that hit them.
frailty that comes with it.
Abilities
Oozes have fairly similiar arrays of abilities. Roll on the
Random Abilities table to determine which ability your ooze
has, or choose which one best suits your ooze. You can roll
multiple times if you wish.
Amorphous. Nearly all oozes have this ability, but not all
oozes might be able to fit through the same spaces. You can
alter the smallest space that it can squeeze through. Perhaps
while one ooze could fit under a door frame, another might
require at least a foot of space to travel.
Corrosive Form. Many oozes are corrosive in some way,
but not all will deal damage to melee attackers or to the
touch. Some might have different forms that deal different
types of damage or that corrode things other than flesh.
Engulf. Oozes that are large enough can engulf other
creatures, like the gelatinous cube, likely dealing damage or
at least suffocating its victims.
False Appearance. Oozes like the gray ooze might look
like something else in order to ambush their prey.
Split. The black pudding and ochre jelly have the ability to
split apart when exposed to certain damage types (lightning
or slashing), but your ooze could perhaps split under different
circumstances.
Spider Climb. Some oozes can climb by sticking to the
walls and ceiling. Usually smaller oozes can do this, or else
larger amorphous creatures that can spread thin enough to
not fall.
OOZES OVERVIEW
4 /
Random Damage Type Random Damage Type
Roll on the Random Damage Type table to determine the d12 Damage Type d12 Damage Type
damage that the ooze deals. Most of the time, oozes deal acid 1 Acid 7 Piercing
damage. But sometimes, oozes are made of something
different. They can prove hazardous to creatures in many 2 Bludgeoning 8 Poison
ways. A heat-draining ooze might deal cold damage, while 3 Cold 9 Psychic
one made of undead filth might deal necrotic damage. 4 Fire 10 Radiant
Immunities 5 Lightning 11 Slashing
Roll again on the Random Damage Type table to discover 6 Necrotic 12 Thunder
what sorts of damage types the creature is immune to. You
can roll additional times, especially if the creature is of a high
CR. Many oozes are already immune to whatever type of Random Ooze Diet
damage they can deal. Oozes that can split apart are also d12 Diet
immune to whatever damage causes the split, often slashing 1 Bone
and lightning damage. If you want to give the ooze such
immunities without rolling on the table, instead relying on 2 Creature Type (chosen at random)
your common sense, feel free to do so. 3 Flesh

Diet 4 Gemstones
Roll on the Random Ooze Diet table to find out what the ooze 5 Heat
can corrode with its form; what the creature “eats.” For 6 Light
physical objects made from that material, it can destroy 1
cubic foot of such a material that touches it or that it touches 7 Magic
each round. The ooze can sense when its preferred food is 8 Non-physical damage type it is immune to
nearby.
9 Precious Metals
Weaknesses 10 Iron/Steel
Oozes are annoying creatures to fight. What makes fighting 11 Stone
them fun is discovering their weakness to dispose of them
quickly. Roll on the Random Ooze Weakness table to 12 Wood or Vegetation
determine its weakness.
Random Ooze Weakness
Vulnerability d10 Weakness
Not all weaknesses are equal. See how the ooze’s weakness 1 Alcohol
affects it by rolling on the Random Vulnerability table.
Aversion. The ooze is frightened by its weakness and flees 2 Milk
or recoils from it when touched. 3 Mineral Lime
Slight Vulnerability. The ooze takes 150% damage from
its weakness, or 1d10 force damage per round of contact if 4 Non-physical damage type it isn't immune to
its weakness isn't a damage type. 5 Oil
Vulnerability. The ooze takes 200% damage from its 6 Salt
weakness, or 2d10 force damage per round of contact if its
weakness isn't a damage type. 7 Soap or Lye
Strong Vulnerability. The ooze takes 300% damage from 8 Specific Metal (not part of diet)
its weakness, or 4d10 force damage per round of contact if
its weakness isn't a damage type. 9 Vinegar
10 Water
Random Ooze Type Random Abilities
Random Vulnerability
d6 Ooze Type d6 Ooze Type
d4 Vulnerability
1 Jelly 1 Amorphous
1 Aversion
2 Mold/Algae 2 Corrosive Form
2 Slight Vulnerability
3 Ooze 3 Engulf
3 Vulnerability
4 Polyp 4 False Appearance
4 Strong Vulnerability
5 Pudding 5 Split
6 Slime 6 Spider Climb

OOZE GENERATOR
/ 5
Environmental Oozes
Slimes, molds, and other less animate oozes can serve
as hazards in adventures. Besides the existing rules for Grease Slime (CR 1/8)
Green Slime, Brown Mold, Yellow Mold, and Russet Mold, Grease slime is glossy and spreads on mostly flat surfaces of
here are some more ideas you can add to your dungeons. just about any size, serving barely any purpose other than to
Certain inanimate oozes can serve as useful tools or weapons be slippery. It accumulates in places where oozes lair; dank
to creative adventurers. and dark dungeons and caves. It is not impossible to spot,
Bouncing Ooze (CR -) requiring only a DC 12 Wisdom (Perception) check to notice.
Creatures that step on a patch of grease slime must make a
This benign pink ooze is not acidic and feeds on airborne DC 14 Dexterity saving throw or fall prone and take 1d4
particles. They range in size from 3-foot diameter globules to bludgeoning damage. If on a slope, a creature that fails this
10-foot diameter patches, never more than 3 feet in height. It save will slide until they are no longer on the slime patch.
is highly resilient, being completely immune to nonmagical Creatures aware of the slime can attempt to traverse its
bludgeoning, piercing, and slashing damage, as well as most surface safely using a DC 12 Dexterity (Acrobatics) check,
other types of damage. It shrivels and dies if dealt cold, fire, but they won’t require a check if they hold onto a railing, wall,
or radiant damage, or if exposed to sunlight. or other sturdy surface. Creatures attempting to grip a
Its key unique feature is that of its springiness. Objects that surface covered in slime must make a DC 12 Dexterity
hit the ooze are repelled harmlessly away from it up to 30 (Sleight of Hand) check to do so successfully.
feet, although objects weighing over 300 pounds will not
bounce much at all. Creatures that bounce on top of the ooze Lightbane Ooze (CR 3)
will find that they can jump up to 10 feet higher and 15 feet Lightbane ooze forms in patches filling a 10-foot square,
farther than normal. clinging to walls, ceilings, or just resting on the ground. This
Dripping Slime (CR 1/8) unique ooze absorbs light. This manifests as a 15-foot radius
of magical darkness surrounding it, and another 15 feet of
Dripping slime is not unlike Green Slime in that it is dim light beyond that. Light other than sunlight cannot
deadliest from above. The slime is transparent but highly penetrate the darkness and does not brighten the dim light.
acidic. It accumulates in 5-foot squares from the buildup of When a light source, such as a torch or lantern, or light
poison or acidic vapors, usually near an ooze’s territory, emitted from a spell, comes within 5 feet of the lightbane
collecting near ceilings and high ledges. It then drips from ooze, the ooze expands. It grows to fill another 10-foot square
either excess buildup or for reproductive purposes. with the light source at its center.
Adventurers often mistake the slime for dripping water, but A creature that starts its turn within 5 feet of the ooze feels
a DC 12 Wisdom (Perception) check notes faint sizzles when a burning as the ooze eats away at the nearby light, taking
it hits dry ground. Creatures that tread through it without 1d8 necrotic damage. Dealing fire, lightning, or radiant
precaution take 1d4 acid damage, while those treading damage to the ooze causes it to expand 5 feet in all
carefully can attempt a DC 10 Dexterity saving throw to directions.
evade the damage. The slime’s acid only harms flesh, so Dealing cold or poison damage to the ooze will destroy it,
simply holding something between yourself and the slime will as will exposing it to sunlight. Sunlight, however, causes it to
keep you safe. Fire will also destroy a patch of dripping slime. explode into blinding light when it is destroyed, dealing 3d8
radiant damage to all creatures in a 30-foot radius of it and
Eye Polyp (CR -) blinding them for 1 minute. Each creature can make a DC 13
An eye polyp spawns from oozy runoff in aberrations’ lairs. Constitution saving throw, halving this damage and negating
They look like a barnacle that clings to sheer surfaces with an the blindness on a success.
eyeball in its center that occasionally blinks. While the polyp Soothskin Algae (CR -)
itself is harmless, spellcasters that succeed at a DC 18
Intelligence (Arcana) check can spend a spell slot of 1st level Soothskin algae is yellow-green in color and forms distinctive
or higher to see through the eye of a living eye polyp they are waving patterns on surfaces in moist areas in patches about 4
familiar with that is within 300 feet of it. An eye polyp dies if feet in diameter. Although slimy and gross, it can be useful for
dealt any damage or if removed from its place. its ability to promote healing on wounds by eating harmful
bacteria and numbing pain. A DC 14 Wisdom (Nature or
Glowing Mold (CR -) Medicine) check will discover this. Spreading a patch of the
Glowing mold is harmless. It tends to grow in patches filling algae on a creature’s wounds will restore 1d4 lost hit points
about a 5-foot square and sheds dim light in a 10-foot radius every 10 minutes for up to 1 hour.
around it. The mold can be scraped off a surface and spread The algae can survive for up to a week in a flask that has
onto another surface or object to let it shed light in a similar fresh water in it, spoiling if kept beyond that time. A creature
manner. Sunlight destroys glowing mold, as does any acid, that ingests the algae instead of spreading it on their skin
cold, fire, lightning, necrotic, or radiant damage. takes 1d10 poison damage after 10 minutes, but suffers no
other ill effects.

ENVIRONMENTAL OOZES
6 /
Sovereign Pudding (CR 4) Inhaling the vapors in high concentration can induce a
drug-like high. For such reasons, the volatile mold can be
This unmoving ooze acts like a spider’s web waiting for prey sold in an airtight flask at seedy markets for about 200 gp.
to get caught in its sticky strands. It forms in dank parts of Breathing in the concentrated vapor deals 1d6 poison
dungeons where small vermin frequent passage. The damage. Throwing a flask of the mold into an open flame
pudding drapes itself across spaces (no more than 10 feet causes it to explode, affecting creatures in a 5-foot radius,
wide) or along flat surfaces (any size). They hide in the middle with the same saving throw and fire damage as before.
of dark hallways or at the bottom of pits or wherever The mold is destroyed when it takes any fire or radiant
creatures are prone to run or fall into it. damage or is exposed to direct sunlight. It is immune to other
The pudding is opaque and black, but dust clinging to it types of damage.
often makes it look gray. It is impossible to spot in darkness
without the aid of darkvision, and requires a DC 16 Wisdom Thunder Polyp (CR 6)
(Perception) check to notice in dim light. When a creature or This growth is a hardened ooze that is under high pressure
object moves into the pudding’s form or onto the surface it’s and seeks to spread itself elsewhere in a violent manner. It
covering, it becomes stuck. A DC 18 Strength (Athletics) has blindsense out to 30 feet. When it senses movement
check is required to remove the creature or object. While within 10 feet of it, the polyp explodes, dealing 2d10 thunder
stuck, creatures take 3d6 acid damage at the start of each of and 2d10 poison damage to all creatures within 10 feet of it.
their turns. The pudding eats through wooden and metal The explosion can be heard up to 300 feet away.
objects at a rate of 1 inch each round. Each creature that takes poison damage in this way must
Splashing the ooze with four ounces of vinegar or alcohol make a DC 14 Constitution saving throw or contract Storm
will destroy a 5-foot square section of it, as will each point of Cankers disease, if not already infected. An infected creature
radiant damage dealt to it. A creature proficient with grows a Thunder Polyp somewhere on their skin every 3d4
Alchemist’s Tools can make a DC 18 Intelligence (Alchemist’s hours, which explodes immediately once mature. The
Tools) check to harvest a flask of ordinary glue from the ooze. sickness is accompanied by a ringing in the ears and thick
The flask can be emptied onto a 5-foot square surface and fungal welts appearing on the body.
acts as normal glue. A creature with Storm Cankers cannot regain hit points
Spike Polyp (CR 3) from poison damage it takes from Thunder Polyps. The
creature makes a new Constitution saving throw at the end of
Spike polyps are rigid oozes that grow a single, 6-inch long every long rest it takes. After accumulating three successes,
spike from their squat fist-sized form. It has blindsense out to the disease is cured naturally.
30 feet. Whenever it detects movement within 20 feet, it
launches its spike towards the movement. The polyp makes a Vermillion Ooze (CR 1)
ranged attack with a +5 modifier against the target. On a hit,
the spike deals 1d10 piercing damage. This opaque red-orange ooze feeds off of air particles in
If the target is a creature, the spike pumps its reproductive moist underground areas. To maximize its area to feed, it
juices into the target; a poison to most creatures. The spreads across hallways and doorways, much to the dismay
creature must make a DC 14 Constitution save when it takes of travelers who need to pass through it. A patch of the ooze
piercing damage from the spike polyp or take 2d8 poison is one foot thick and spreads across a 10-foot wide opening.
damage and become poisoned with a disease. While Sometimes the ooze hides passages, covering it so it
poisoned, the creature takes 1d4 poison damage every hour, seems like nothing more than a slime-coated wall instead of a
reducing their maximum hit points by the same amount. passage. A DC 15 Intelligence (Nature) check determines
When the creature's hit point maximum reaches 0, the that there might be something on the other side, based on the
creature dies. 1d4 mature spike polyps grow from the ooze's nature.
creature's corpse after 1 hour. If the creature spends 8 hours The ooze is quite resilient. It can be attacked, and has 40
in direct sunlight, the disease is cured and their maximum hit hit points, resistance to fire, slashing, piercing damage, and
point creeps back to normal at a rate of 1d4 each day. immunity to bludgeoning, acid, cold, poison, thunder, and
Spike polyps that aren’t ready to reproduce do not launch psychic damage. Lightning damage causes it to reflexively
their spike and are not poisonous, but the spikes are still rigid tighten, creating an opening that creatures can pass through
and can still deal their piercing damage if a creature hits that closes after 6 seconds (1 round).
them with enough force. Vermillion ooze is corrosive to flesh and metal, dealing 1d8
acid damage to creatures and objects that touch it. Any
Teal Mold (CR 2) nonmagical weapon made of metal that hits the ooze
corrodes. After dealing damage, the weapon takes a
This mold is teal-colored, looks like jelly, and has a heady permanent and cumulative -1 penalty to damage rolls. If its
chemical smell. While the jelly itself is not particularly penalty drops to -5, the weapon is destroyed. Nonmagical
harmful, the vapors it emits are highly flammable. The mold ammunition made of metal that hits the ooze is destroyed
forms 5-foot square patches on surfaces in cold regions after dealing damage.
where it tends not to encounter much heat naturally.
When a spark or open flame comes within 10 feet of a Violet Mold (CR 5)
patch of teal mold, it ignites the vapors. Each creature within Violet mold looks like a patch of purple moss that covers a
20 feet of the mold must make a DC 13 Dexterity saving 10-foot square surface. Thin white sporangia, each 1 to 2
throw, taking 2d10 fire damage on a failed save or half as inches long, sprout at even intervals throughout its surface
much on a success.
ENVIRONMENTAL OOZES
/ 7
and twitch in the presence of sentient creatures. The mold
forms on corpses of infected aberrations.
The mold is harmless on its own, but creatures that ingest
it take 2d8 poison damage.
Near the mold, a presence of dizziness is felt by living
creatures with at least 3 Intelligence. Each such creature that
comes within 15 feet of violet mold must make a DC 15
Wisdom saving throw or become afflicted with one of the
following effects chosen at random (d6):
(1-2) Charm. The creature is charmed by the mold and
tries to eat as much of it as it can while charmed, eating one
5-foot square of it each round.
(3-4) Fear. The creature becomes frightened of the mold
and spends its movement running as far away from it as
possible. The frightened creature cannot take actions other
than to Dash or Disengage or else Dodge if it cannot move
further away from the source of its fear.
(5-6) Hallucination. The creature becomes charmed by
the mold and suffers from hallucinations that cause it to
think its friends are foes while charmed in this way. The
creature spends each of its turns attacking its allies to the
best of its ability until the effect wears off.
The affected creature can attempt a new Wisdom save at the
end of each of its turns, ending the effect on a success. Once
a creature succeeds at a save, the creature becomes immune
to the effects of violet mold for 1 hour.
Violet mold is destroyed by fire or radiant damage, or it can
be scraped away with a slashing weapon or tool.

ENVIRONMENTAL OOZES
8 /
Ooze Characters
Characters that consort with oozes or wield their powers d6 Ideal
are truly insane, but have the capacity to do so. Spellcasters 5 Why bother with loose ends as long as I get the job
may look to oozes as they study acidic spells. A mad done.
alchemist might try and create oozes of their own. Others 6 Things should be broken down to their core
may simply be touched by the effects of an ooze or feel like components.
they are at one with such creatures.
Use these tables to come up with an ooze-related or ooze-
themed background and trinket for your character. Trinkets
d20 Trinket
Traits 1 A marble of hardened ooze that seems to change
d4 Trait color when poison is in the air.
1 You take joy in causing slow and agonizing pain. (Evil) 2 A glass vial of living ooze that cloys for freedom with
its pseudopods.
2 Your gluttony and hedonism know no bounds.
(Chaotic) 3 A holy text or holy symbol for an ooze-related deity.
3 Nothing changes your mind once it's made up. 4 Research notes on ooze properties written by a dead
(Lawful) wizard.
4 You never give up, even when odds are against you. 5 A lens that can see into the para-elemental plane of
(Good) ooze.
6 A stone that becomes malleable like clay at midday
Flaws and corrosive to touch at midnight.
d6 Flaw 7 A bone or piece of equipment from an adventurer
that was dissolved in slime.
1 You have no sense of emotions.
8 A 1-inch gelatinous cube, kept in a glass jar.
2 You take your time to enact plans.
9 A ritual knife etched with waving patterns from being
3 You always push forward without thinking. submerged in acid.
4 You can never turn down a meal. 10 A vial of black pudding that can be used as a weak
5 You have no sense of personal hygiene. glue that regrows each night.

6 Once you have an idea in your head, nothing can 11 A vial of Green Slime.
change your mind. 12 An slime-etched orb that speaks to its owner
telepathically, but only to say that it is hungry.
Bonds 13 A lead phylactery containing a shred of irradiated
d6 Bond slime.

1 You were attacked by an ooze once. Its acid has left 14 A gemstone that grows a 3-inch, glasslike pseudopod
you scarred and deformed. to point towards nearby oozes.

2 Your ancestry is somehow magically tied to an ooze, 15 A gelatinous eyeball that always faces the nearest
perhaps of elemental or demonic origin. source of water.

3 An ooze took someone you loved. You have dedicated 16 A hardened piece of ooze that has a 1% chance to
your life to their destruction. create a copy of itself each day. The copy cannot
create new copies.
4 You have a tiny ooze that you kept as a “pet” as a child.
Your town feared you for it. 17 A copper rod that is always covered in harmless
slime.
5 You used to study oozes and their properties in a lab
setting. 18 A mask that shifts into a caricature of the last
creature that wore it.
6 You learned to admire oozes after you underwent a
transmutation spell and felt your form dissolve. 19 A scroll containing a prophecy of the birth of an elder
ooze that will consume the world.
20 A petrified nucleus from a slain giant amoeba.
Ideals
d6 Ideal
Class Themes
1 The weak deserve to be consumed by the strong.
Class features or overall themes can be altered to suit an
2 Mortals are shackled by their static forms. ooze character's style. They might simply be inspired by ooze
3 Death comes for us all, eventually. or perhaps have a supernatural attachment to them. Here are
examples for each of the core classes.
4 It is best to wait for problems to come to us.

OOZE CHARACTERS
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Barbarians. Oozes and barbarians have one big thing in to move through difficult terrain could be from a shifting ooze
common: they both take a lot of hits to take down. A form that evades the obstacles, and their primeval awareness
barbarian touched with ooze powers might have a body that could come from slimy scouts sending their telepathic
turns into slime when raging, blunting blows from incoming knowledge to the ranger. Their abilities to hide could come
attacks. from a shifting or translucence of their form. A beast master
Bards. Perhaps a bard finds an odd beauty in the shapes might gain a supernaturally amorphous companion.
and colors of oozes, or finds poetic idealism in their existence Rogues. A rogue could value oozes' nature to ambush their
or behavior. They could have an arcane focus instead of an prey by lying in wait. Their sneak attack damage could come
instrument, which takes the form of a floating slime they from a corrosive agent on their weapons, potentially changing
manipulate magically into unique shapes and colors. They the damage to acid or poison. Meanwhile, their evasion and
could try and use their fine slime manipulation to aid in uncanny dodge features might be explained by a shifting
attacks or skill checks with their bardic inspiration. Bard slimy form that instinctively avoids harm. Look at the Slime
spells that affect enemies' minds might be brought on by a Lord subclass detailed in this guide.
mind-controlling slime. Sorcerers. A sorcerer might have gained their powers
Clerics. The cleric could worship an ooze or slime deity, or through elemental ooze ancestry or perhaps the meddling of
else a deity of darkness, disease, or poison. Instead of turning an eldritch being, or even a blessing from an ooze deity. They
undead with their channel divinity feature, they might instead could take spells that deal acid, necrotic, or poison damage to
have the channel divinity feature of the Nature Domain as reflect their ability. A draconic bloodline sorcerer could
they send out mind-controlling slimes, or the Trickery choose a black or copper dragon to gain acid breath and acid
Domain as they create an oozy clone of themselves, or the resistance. Look at the Slime Sorcery subclass detailed in
War Domain as corrosive slime breaks the enemy's armor. this guide.
Spells that heal could come from symbiotic slimes, while Warlocks. Giant oozes, water and earth elementals, ooze
those that deal necrotic damage might come from flesh- demons, or aberrations are all good candidates for eldritch
eating ooze.Look at the Ooze Domain subclass detailed in patrons. Your eldritch blast might take the appearance of a
this guide. spray of slime or maybe deal acid damage instead of force.
Druids. Common oozes are technically a part of nature The great old one patron is a good subclass to represent an
that a druid could admire or invoke. Instead of using their ooze theme, and most invocations can be themed to originate
wild shape feature to turn into an animal, perhaps they could from ooze or slime. Look at the Faceless Lord subclass
become amorphous or gain the ability to walk on walls and detailed in this guide.
ceilings. They could also simply turn into an ooze, but their Wizards. Wizards might be fascinated by the magical and
options would be limited by which ones exist in the campaign physical properties of slime, dedicating their research to
setting. Spells that hinder movement or damage an area oozes and alchemy. A conjuration or evocation wizard is best
might come from sticky, corrosive ooze. Look at the Circle of to gain access to the most acid or poison spells, although
Slime subclass detailed in this guide. others could work as well. An abjurer might protect
Fighters. Fighters might be inspired by the resilience of themselves with a shield of arcane slime, or a necromancer
oozes, taking on defensive fighting styles. Others may use the could use ooze to animate their minions. An illusionist could
ideal of an ooze's unyielding nature, fighting more recklessly create their figments from sculpted slime, while an enchanter
with a great weapon. Their second wind feature could could use magical ooze to control their foes' movements or
become a shield of slime instead. Battle master maneuvers seep into their minds like a fungus. A transmuter could alter
could be explained by an ooze form: Disarming Attack could creatures and objects by turning them to malleable ooze.
be from a sticky slime, Lunging Attack could be your actual
limbs stretching, and Menacing Attack could be from a
frightening slimy guise. An eldritch knight could take spells New Race: Geldyn
that deal acid damage, though might need to dip into The Geldyn (JELL-din) are flexible slime-like humanoids.
conjuration spells with the GM's permission. Alien Origin. Geldyns come from the paraelemental plane
Monks. Oozes can persist in quiet, immobile isolation for of ooze, a realm somewhere between the planes of water and
years. A monk might see this as a patient virtue. Their slow earth. Some say they were created when a humanoid was
fall, step of the wind, deflect missiles, purity of body, stillness consumed and cloned by an ooze living on that para-
of mind, and timeless body could all be explained by a elemental plane, and a geldyn was the result. All other geldyn
resilient ooze form that can shift to evade when necessary. spawned from this ancestor through division, much like an
The monk's stunning strike can come from a paralytic slime, amoeba. Each new geldyn is a unique individual, with only
while their flurry of blows could be from additional limbs faint memories of the original creature they came from.
made from ooze that emerge to attack. Slimy Form. A geldyn's flesh is glossy and is translucent to
Paladins. See the Oath of the Elder Eye detailed in this about an inch of depth. Their skin color varies greatly, but
guide for tenets of a paladin's oath that might reflect the tends towards tones of lime green, ochre, and teal. The
ideals of an ooze. Meanwhile, a paladin's smite could deal geldyn are hairless, but some pull out malleable sections of
acid damage instead of radiant to reflect their devotion to their flesh to form tentacle-like appendages that they consider
slime. Their healing abilities could come from symbiotic ooze stylish. Geldyns lack any form of gender, and their bodies
that can promote natural healing. Look at the Oath of the come in a variety of shapes, just like humanoids.
Elder Eye subclass detailed in this guide. Natural Explorers. Geldyn are free spirits that shy away
Rangers. A ranger that chooses underground regions for from the trappings of mortal society. They take quickly and
their favored terrain and oozes as their favored enemy would easily to a life of adventure. Their physical forms help them
be right at home among the caustic creatures. Their abilities navigate hazardous environments
OOZE CHARACTERS
10 /
Geldyn Society Geldyns reproduce asexually by dividing just like a cell.
Leading up to their division, a geldyn will consume twice as
Geldyns tend to be individualistic nomads or adventurers much food and swell to a great size until they can no longer
since they need no other geldyns to reproduce. That being move. At that point, the process of division takes a couple of
said, geldyns also enjoy companionship and occasionally hours.
gather to form communities on the Material Plane. A geldyn's division is always its choice and will result in the
Such communities are called globs and are often fairly geldyn's effectual death and also birth of two new geldyns.
small, with a population usually not exceeding a small village. New geldyns only remember their past self as if it were a
There, the geldyn seek individual pursuits while benefiting separate person, with only distant memories of their actions
from the food harvested for the glob. Geldyn globs form most and secondhand stories from those that knew their past self.
often in deep caverns, often inaccessible to those that cannot Young geldyns are Small instead of Medium, but grow to full
squeeze into tight spaces. size within a month. They are born with the full capability to
Some geldyn globs are formed for reasons beyond survival. defend themselves and act like adults from most other
Some arise in worship of an ooze-aligned deity or an ooze- humanoid species.
worshipping cult. Being mostly ooze themselves, this
veneration is usually not considered evil and their faith is not Geldyn Roles
out of fear. Often, the geldyn worship ooze deities as their In general, a geldyn's anatomy makes them uniquely mobile
creators or patrons. A self-interested or ambitious glob may but also resilient. Geldyns trained as rogues, monks, and
entreat the ooze deities for power to dominate or destroy rangers make ample use of their climbing abilities and ability
their enemies. Thankfully, ooze deities are often slow to to squeeze in tight spaces in order to surprise or evade
answer even the prayers of their kin. enemies.
On the planes of earth and water, geldyns may form greater Classes that don't require heavy armor utilize a geldyn's
communities and there is even a fabled geldyn metropolis high Constitution to resist damage. A geldyn's immunity to
called Silubburrath that is said to exist on the para-elemental acid can sometimes come in handy when encountering the
plane of ooze. The city utilizes living slime in its construction, odd pool of acid or an enemy that uses that type of damage.
forming one biological whole. The citizens there can Mages that want to specialize in acid or ooze magic will
intimately connect with a hive mind within the city's heart, find their form thematic and their bonus cantrip useful.
letting the city easily thrive and act in accordance to benefit Geldyns' innate abilities often result in sorcerers, but
all therein. warlocks and wizards also exist when their abilities aren't
religion, arcana, individuality, what sort of groups, where potent enough for their needs.
they live, art/music/creations.
Geldyn Anatomy Geldyn Traits
Geldyns are made entirely out of ooze, but that does not Geldyn have the following traits.
render them without biology. Their internal structure is much Ability Score Increase. Your Constitution score increases
like that of a giant, single-celled organism, with biological by 2 and your Dexterity score increases by 1.
organs that keep them alive. Their thick and translucent Age. Geldyn never seem to die of old age, but a Geldyn
outer membrane replaces the musculature of a standard becomes two new Geldyn when they are ready to divide.
humanoid, using the flexing of their membrane and Alignment. Geldyns tend toward a chaotic alignment.
movement of their inner ooze to manipulate their form and Size. Geldyns vary from 4 to 6 feet in height. Your size is
cause locomotion. To those learned in humanoid anatomy, a Medium.
geldyn would seem completely alien. Speed. Your base walking speed is 30 feet.
Their lack of muscles and bones is what makes them able Languages. You can speak, read, and write Common and
to squeeze into such small spaces, but their internal organs Primordial, particularly Aquan or Terran.
restrict them from being truly amorphous like some of their Acid Immunity. You have immunity to acid damage.
slime cousins. Acidic Touch. You learn the etch cantrip (a new spell
Their acidic touch is facilitated by allowing some of their detailed in this guide). If you don't have a spellcasting ability,
acidic internal ooze to penetrate their outer membrane. Charisma is your spellcasting ability for this spell.
Meanwhile, their ability to climb on walls and ceilings is done Darkvision. You can see in dim light within 60 feet as if it
through suction and friction from their membrane. Geldyns were bright light, and in darkness as if it were dim light. You
abhor sunlight, as the sun's radiation irritates their internal can't discern color in darkness, only shades of gray.
structures and their membrane can't fully block it off. To a Geldyn Climbing. You can climb on difficult surfaces, even
geldyn, exposure to sunlight feels like a stomachache and upside down on ceilings, without needing an ability check.
headache at the same time. Geldyn Form. Your body is slightly amorphous. If you
aren't wearing heavy armor, you can squeeze through spaces
Geldyn Reproduction as if you were one size smaller than your current size. You
have advantage on Dexterity checks and Dexterity saving
Geldyns don't have any definition of gender or sex. The throws made to escape grapples and restraints.
closest thing to intimacy geldyns share with one another is a Sunlight Sensitivity. You have disadvantage on attack rolls
transfer of both DNA and memories that they share through and on Wisdom (Perception) checks that rely on sight when
touching hands for several minutes, which helps their you, the target of your attack, or whatever you are trying to
offspring become more complex. perceive is in direct sunlight.

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Ooze Subclasses
Domain Spells
This chapter presents six new subclass options, one
each for the cleric, druid, paladin, rogue, sorcerer, and Your domain grants you a list of spells. Once you gain a
warlock. The warlock subclass also includes four new domain spell, you always have it prepared, and it doesn’t
invocations for that class. count against the number of spells you can prepare each day.
Each subclass entry states which class the subclass is for, If you have a domain spell that doesn’t appear on the cleric
then provides inspirational details on the personality, outlook, spell list, the spell is nonetheless a cleric spell for you.
and traits for a typical member of that subclass. The rest of Ooze Domain Spells
the entry describes the subclass's features gained at certain Cleric Level Spells
levels for that particular class.
1st ray of sickness, grease
Ooze Domain 3rd spider climb, acid arrow
5th protection from energy, stinking cloud
Cleric Domain
7th black tentacles, vitriolic sphere
The Ooze Domain cleric is a martial class with destructive
and nauseating powers. 9th cloudkill, contagion
Unholy Consumption. The cleric upholds the belief that
all will inevitably be consumed, be it by ooze or something Channel Divinity: Corrosion
greater. Such clerics tend to be fat through their gluttony, a Starting at 2nd level, you can use your Channel Divinity to
respected tenet of their faith. Their worship has a ritual corrode objects, including weapons and armor of your
known as the Rite of Consumption, in which they melt a enemies. As an action, you present your holy symbol and
sacrifice of goods or creatures in acid in the name of their invoke the name of your deity and target a nonmagical object
deity. you can see that is made of wood or metal. You summon a
Preacher of the Vile. Although the cleric sees the traits of short-lived ooze to eat away at the object.
oozes as positive aspects, many others fear what they preach. The ooze eats through 2 inches of the object’s material and
They speak of giving up individuality to a life of consumption. can coat an area no greater than a 5-foot square. If you target
The cleric values toughness and the ability to cause a slow an object worn or carried by a creature (such as a set of
and painful death. armor or a weapon), the creature can attempt a Dexterity
Harbinger of Doom. The cleric vows that their deity will saving throw against your spell save DC to resist the effect.
one day devour the sun and the light-fearing oozes will crawl On a failed save, the object is destroyed. On a success, the
to the surface to consume the world. object is only partially damaged. A set of armor takes a
Ooze Domain Features permanent -1 penalty to the AC it offers. A weapon gains a
Cleric
permanent -1 penalty to damage rolls. Any other object is
Level Features broken and needs a mending or similar spell to repair it.
1st Bonus Proficiencies, Gaze of Nausea, Domain
Spells Consumption
2nd Channel Divinity: Corrosion Starting at 6th level, your spells consume the energy of your
enemies. Once during each of your turns, when you deal
6th Consumption damage to a creature with a spell you cast of 1st level or
8th Divine Strike higher, you can regain a number of hit points equal to 2 + the
17th Ooze Form
spell's level.
Divine Strike
Bonus Proficiencies At 8th level, you gain the ability to infuse your weapon strikes
At 1st level, you gain proficiency with martial weapons and with divine energy. Once on each of your turns when you hit a
heavy armor. creature with a weapon attack, you can cause the attack to
deal an extra 1d8 acid damage to the target. When you reach
Gaze of Nausea 14th level, the extra damage increases to 2d8.
Starting at 1st level, you can sicken a creature you can see
within 60 feet using a bonus action. The creature must make Ooze Form
a Constitution saving throw against your spell save DC. On a At 17th level, your body becomes like that of an ooze. You can
failed save, the creature becomes poisoned until the start of move through a space as narrow as 1 inch without squeezing
your next turn. and can climb on difficult surfaces (even upside down on
You can use this ability a number of times equal to your ceilings) without needing an ability check. In addition, you
Wisdom modifier (minimum once). You regain expended uses gain resistance to bludgeoning, piercing, and slashing
once you complete a long rest. damage.
OOZE CHARACTERS
12 /
If you ever are split apart into two or more oozes while in
Circle of Slime the form of an ooze using this feature and your Wild Shape
Druid Circle ends, you choose which ooze transforms back into your true
form while any others disappear.
The Circle of Slime druid can summon slimes and can take
on an ooze-like form. Slime Summoner
Amorphous Freedom. The druid believes oozes are Starting at 6th level, you can summon oozes and slimes with
perfect beings. They are perfectly efficient as a hive of your magic. When you cast conjure animals, you can instead
bacteria that consume all they touch. Moreover, they are not summon one or more oozes of the appropriate challenge
shackled by a constance of form. They can move through the rating.
tiniest crack or engulf entire creatures. To the druid, an ooze In addition, you can use your action and spend a druid spell
represents freedom from society and unstoppability. slot to conjure a number of 5-foot-square patches of Green
Vile Summoner. The druid has the ability to summon their Slime equal to the level of the spell slot spent. The slimes
favored creatures, much like other druids might summon coat surfaces of your choice that you can see within 60 feet.
animals or plants. They can draw bacteria from their The slimes act instinctively and will damage anyone that
surroundings and encourage it to grow into vile oozes and touches them, but will not willingly drop onto you or your
slimes to devour both their enemies and their manmade companions.
trappings of civilization.
The Natural Cycle. The druid understands that oozes are Slime Coating
a natural part of life. They are the primordial soup from
which creatures spawned, and the inevitable fate that awaits Starting at 10th level, you can use a bonus action to coat your
us all at the end as we decay. body in slime. When you do, you gain a number of temporary
hit points equal to half your druid level plus your Wisdom
Circle of Slime Features modifier. As long as the temporary hit points remain, you
Druid Level Features have immunity to acid damage and creatures that touch you
2nd Bonus Cantrip, Circle Spells, Slime Form or hit you with a melee attack within 5 feet of you take 1d8
acid damage.
6th Slime Summoner
10th Slime Coating Rain of Slime
14th Rain of Slime By 14th level, you can cast rain of slime (a new spell detailed
in this guide) without expending a spell slot. Once you do, you
Bonus Cantrip must finish a long rest before you can do so again.
You are always considered to have this spell prepared, and
Starting at 2nd level, you learn the acid splash cantrip. it doesn't count against the number of spells you can prepare
each day.
Circle Spells
Your affinity for slime grants you the ability to cast certain Oath of the Elder Eye
spells. At 3rd, 5th, 7th, and 9th level you gain access to the
spells shown on the Circle of Slime Spells table. Once you Paladin Oath
gain access to a circle spell, you always have it prepared, and A paladin that takes the oath of the elder eye has devoted
it doesn't count against the number of spells you can prepare themselves to the worship of a dark, ancient slime deity.
each day. If you gain access to a spell that doesn't appear on Mindless Servant. A Knight of the Eye acts much like the
the druid spell list, this spell is nonetheless a druid spell for oozes so-favored by their deity: unyielding, uncompromising,
you. and all-consuming. The paladin has no concerns for opinions
Circle of Slime Spells other than executing the will of the eye. To others, devout
Druid Level Spells service of the eye seems like mindlessness, but is really a
3rd spider climb, acid arrow
measure of blind servitude. They adhere to the dogma that
the powerful will consume the meek.
5th water walk, stinking cloud Uncertain Terror. The elder eye is fickle, just like the
7th freedom of movement, vitriolic sphere unknown monsters that dwell in the dark. They may just as
soon destroy their own worshipers as reward a faithless one.
9th cloudkill, contagion For this reason, it is always best for the knight to ensure
complete obedience in case the eye would test them. A
Slime Form healthy fear of the elder eye's wrath is always in the back of
Starting at 2nd level, you can expend a use of your Wild the paladin's mind.
Shape feature to transform into an ooze. The ooze's Dweller in Darkness. The elder eye commands all that
challenge rating can be as high as 1 (you ignore the Max. CR dwells in darkness, but especially oozes. The paladin, too,
column of the Beast Shapes table for druids). finds themselves at home in the absence of light. They call to
Starting at 6th level, you can transform into an ooze with a heel the powers of acid and slime to protect themselves and
challenge rating as high as your druid level divided by 3, their allies while corroding their foes and confounding them
rounded down. in the dark.

OOZE CHARACTERS
/ 13
Tenets of the Eye A turned creature must spend its turns trying to move as
My form of justice is inevitable and unyielding. far away from you as it can, and it can't willingly move to a
It is the nature and duty of the powerful to consume the space within 30 feet of you. It also can't take reactions. For its
meek. action, it can only use the Dash action or try to escape from
No matter how long it takes, I must accomplish what I set an effect that prevents it from moving. If there's nowhere to
out to do. move, the creature can use the Dodge action.
If the creature's true form is concealed by an illusion,
Oath of the Elder Eye Features shapeshifting, or other effect, that form is revealed while it is
Paladin turned.
Level Feature
3rd Improved Darkvision, Oath Spells, Channel Ooze Armor
Divinity At 7th level, the elder eye protects you and your allies from
7th Ooze Armor harm by coating them in slime. Friendly creatures of your
15th Form of the Ooze
choice that start their turn within 10 feet of you gain a
number of temporary hit points equal to your Charisma
20th Grasping Darkness modifier. If a creature with these temporary hit points is hit
with a melee weapon attack by a creature within 5 feet of
Improved Darkvision them, that creature takes an amount of acid damage equal to
your Charisma modifier.
At 3rd level, you gain darkvision out to 60 feet. If you already At 18th level, this radius increases to 30 feet.
had darkvision, your darkvision increases by 60 feet. In
addition, magical darkness does not hinder your vision and is Form of the Ooze
treated as regular darkness for you.
At 15th level, you can cast gelatinous form (a new spell
Oath Spells detailed in this guide) on yourself using a bonus action,
except that the benefits only persist for 1 minute. Once you
You gain oath spells at the paladin levels listed in the Oath of use this feature, you can't use it again until you complete a
the Oath of the Elder Eye Spells table. See the Sacred Oath short or long rest.
class feature for how oath spells work.
Oath of the Elder Eye Spells Grasping Darkness
Paladin Level Spells At 20th level, you can invoke your deity to surround you in
3rd grease, dissonant whispers oozing darkness. For 1 minute, a 25-foot cube of magical
darkness heavily obscures the area surrounding you.
5th darkness, web Creatures other than you that start their turn within the
9th caress of the lurking one*, fear darkness must make a Dexterity saving throw against your
13th arcane eye, vitriolic sphere
spell save DC or become engulfed by the darkness. An
engulfed creature can't breathe, is restrained, and takes 3d6
17th cloudkill, contagion acid damage at the start of each of your turns.
The darkness and any creatures engulfed by it move with
*A new spell detailed in this guide you, centered on you.
An engulfed creature can take an action to make a
Channel Divinity Strength check against your spell save DC, freeing
When you take this oath at 3rd level, you gain the following themselves on a success.
two Channel Divinity options. See the Sacred Oath class
feature for how Channel Divinity works. Slime Lord
Gaze of the Eye. You can use your Channel Divinity to Roguish Archetype
train your deity's eye upon a creature you are hunting. As a
bonus action, you choose one creature within 30 feet of you The slime lord is a monstrous assassin in service that uses
that you can see. That creature must make a Wisdom saving the powers of slime to enhance their abilities.
throw as purple, gelatinous tentacles emerge from thin air to Vile Service. Dark powers take the service of slime lords.
hinder them. On a failed save, the creature is grasped by the Whether they are a canny thieves' guild leader, a monstrous
tentacles for 1 minute. While in the tentacles' grasp, their patron keeping themselves hidden, or even a dark eldritch
movement speed is halved, their vision beyond 15 feet is god, a slime lord always finds work among the powerful and
heavily obscured by a personal phantasm, and they take an malevolent. Honest people shrink from the idea of working
additional 1d4 acid damage from each of your attacks. with a rogue with such powers.
Turn Monsters. You can use your Channel Divinity to Slime-Blessed. A slime lord was once mortal. Thanks to
impress the power of your monstrous deity upon other either a magical accident or putrid blessing from one of the
denizens of the dark. As an action, you present your holy ooze-aligned gods, their mortal form has become unstable
symbol, and each monstrosity, aberration, or ooze within 30 and caustic. Their life is a daily struggle to maintain a
feet of you that can hear you must make a Wisdom saving constant form, and it is through their eventual mastery of it
throw. On a failed save, the creature is turned for 1 minute or that they gain their powers.
until it takes damage.
OOZE CHARACTERS
14 /
Lonesome Souls. The life of a slime lord is a singular one. Charming Gaze
They don't often make long-lasting friends, let alone
relationships. Their wretched and deadly touch can turn Starting at 13th level, creatures that look into your eyes risk
them bitter and resentful, and give them a haughtier outlook falling under your alien control. You can use your action to
at civilized life that has cast them out for what they have cast charm monster on a creature that you can see that can
become. Occasionally, however, one will find a group of also see you. The saving throw DC is equal to 8 + your
adventurers just as outcast as themselves and join their proficiency bonus + your Charisma modifier.
number. Once you use this ability, you can't do so again until you
complete a long rest.
Slime Lord Features
Rogue Level Feature Slime Body
3rd Pseudopods, Paralytic Slime At 17th level, your body becomes completely gelatinous,
9th Shifting Form, Improved Pseudopods gaining the following benefits:
13th Charming Gaze You gain resistance to bludgeoning, piercing, and slashing
17th Slime Form damage.
Your form cannot be changed against your will.
Pseudopods Critical hits against you become normal hits instead.
At 3rd level, you can use a bonus action to turn one or both of Slime Sorcery
your arms into pseudopods or back into their normal form.
You can use the pseudopods to make melee weapon attacks Sorcerous Origin
and are considered proficient with them. The Slime Sorcerer is a master of wielding acid as a weapon.
The pseudopods have a 10-foot reach, have the finesse Ooze Origin. A slime sorcerer can gain their powers in
feature, and deal a base 1d6 acid damage. many ways. Some may get them from a para-elemental
The pseudopods cannot manipulate weapons. ancestor of ooze, others from a freak accident involving acid
or slime, or a botched transmutation spell. Perhaps the
Paralytic Slime sorcerer was touched by an aberration that awakened a vile
At 3rd level, you can coat your pseudopods in a paralytic darkness from deep within them.
slime using your bonus action. When you do, any creature Slime Soul. The sorcerer's soul is touched by acid and
you hit with one of your pseudopods until the start of your slime, and they often bear an alien appearance that belies
next turn must make a Constitution saving throw. On a failed this. They might be scarred by acid, have a part of their body
save, the creature becomes paralyzed for 1d4+1 rounds. The that deforms like clay, have vibrantly discolored skin, or
saving throw DC is equal to 8 + your proficiency bonus + your secrete slime.
Charisma modifier. Acidic Ability. The sorcerer has a natural talent for
Once you use this ability, you can't do so again until you conjuring elemental ooze and slime in the form of acid. They
complete a long rest. excel at transmutation magic that can deform creatures and
When you reach 9th level, you can use this ability again objects. The arcane energy that drips from their spells is
after completing a short rest. sticky and iridescent.
Slime Sorcery Features
Shifting Form Sorcerer Level Features
Starting at 9th level, you can use an action to change your 1st Acid Affinity
appearance by shifting your physical features. You determine
the specifics of the changes, including your coloration, hair 6th Sticky Spell
length, and sex. You can also adjust your height and weight, 14th Slime Evasion
but not so much that your size changes. You can make
yourself appear as a member of another race, though none of 18th Ooze Soul
your game statistics change.
You can't duplicate the appearance of a creature you've Acid Affinity
never seen, and you must adopt a form that has the same Starting at 1st level, whenever you cast a cantrip or spell that
basic arrangement of limbs that you have. Your clothing and deals acid damage, you may add your Charisma modifier to
equipment aren't changed by this trait. one damage roll of the spell. You add the acid arrow spell to
You stay in the new form until you use an action to revert to your list of sorcerer spells that you can learn.
your true form or until you die.
Improved Pseudopods Sticky Spell
Starting at 9th level, your pseudopods's acid becomes more Starting at 6th level, you can cause a damaging spell you cast
potent. The acid damage for your pseudopods increases to to form a sticky ooze around the spell's targets by spending
2d6. any number of Sorcery Points. Choose one creature dealt
damage by your spell for each Sorcery Point spent this way.

OOZE CHARACTERS
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Each of those creatures must make a Dexterity saving throw Faceless Lord Expanded Spells
against your spell save DC. Creatures that fail their save Warlock Level Spells
become restrained until the start of your next turn and take 1st ray of sickness, grease
1d8 acid damage at the start of your next turn.
2nd alter self, acid arrow
Slime Evasion 3rd protection from energy, stinking cloud
Starting at 14th level, you can turn part of your body into 4th black tentacles, vitriolic sphere
corrosive slime to evade an attack. Whenever you take
damage from a weapon attack, you can use your reaction to 5th cloudkill, contagion
reduce the damage by an amount equal to your sorcerer level
+ your Charisma modifier. If the attacker is within 5 feet of Ooze Clone
you, the attacker then takes 2d8 acid damage. Once you use Starting at 1st level, you can create a clone of yourself using
this ability, you can’t do so again until you complete a short or your action. A part of you sheds off and reforms into a perfect
long rest. clone of you in a space adjacent to you. The clone lasts for 1
minute or until you lose your concentration (as if
Ooze Soul concentrating on a spell).
Starting at 18th level, your being is altered by your As a bonus action during each of your turns, you can
connection to ooze. You gain the following benefits: mentally control the clone and command it to move up to 30
feet to a space you can see, but it must remain within 120
You no longer need to eat, drink, or sleep. feet of you. If forced out of this range, the ooze collapses into
A critical hit against you becomes a normal hit. a pile of goo.
You have resistance to bludgeoning, piercing, and slashing The clone cannot speak, hold objects, or make non-spell
damage. attacks, but it can move in a lifelike fashion.
For the duration, you can cast spells as if you were in the
Faceless Lord Patron clone’s space, but you must use your own senses.
Additionally, when your clone is within 5 feet of a creature
Warlock Eldritch Patron that can see both you and it, you have advantage on attack
A warlock that gets their power from the archdemon of rolls against that creature as the clone distracts the creature.
oozes, known as the faceless lord, becomes more like an ooze Once you use this ability, you must complete a short or long
than a mortal. rest until you can do so again.
Eldritch Ooze. The faceless lord is a vile demon of oozes
and slimes and darkness. They take on few warlocks, if any, Shifting Form
and their purpose is alien and unknown. The faceless lord Beginning at 6th level, your flesh becomes malleable enough
does not speak and rarely answers their warlock's questions. that you can change your form to whatever one you please.
Sometimes it shows them visions of their corpulent form and You can use your action to alter your physical form to look
dark realm, or presents them with omens of rot and slime, like any humanoid, even specific humanoids. You cannot add
but none seem to mean anything except to the truly insane. or remove limbs and you cannot alter your size. Your voice,
Mark of the Patron. The patron marks their warlock with clothing, and equipment are unchanged.
slime-covered skin and hair sticky with pudding. The warlock Your statistics remain the same. You have advantage on
finds it impossible to ever be clean again, and is shunned by Charisma checks to seem like someone else.
the majority of society.
Vile Powers. The warlock's powers deform their body. As Oozy Resilience
their patron's magic fills them, their form slips away as they
give in to the amorphousness their patron silently bids of Starting at 10th level, you become immune to acid and poison
them. The warlock can clone themselves, grow to engulf their damage, immune to the poisoned condition, and are immune
foes, and do many other things with their impossible ooze- to disease.
like form.
Ooze Growth
Faceless Lord Patron Features
Warlock Level Features
Starting at 14th level, you can use your action to take on a
giant, translucent oozing form that vaguely resembles your
1st Expanded Spells, Ooze Clone own for up to 1 minute as long as you maintain concentration
6th Shifting Form (as if concentrating on a spell).
Your type changes to ooze, your size becomes Huge and
10th Oozy Resilience you gain resistance to bludgeoning, piercing, and slashing
14th Ooze Growth damage for the duration. A creature that touches you or hits
you with a melee attack while within 5 feet of you takes 1d8
Expanded Spell List acid damage.
You can use your action to move up to your speed and can
The Faceless Lord lets you choose from an expanded list of move through spaces of Large or smaller creatures. When
spells when you learn a warlock spell. The following spells you move through a creature’s space in this way, each
are added to the warlock spell list for you. creature must make a Dexterity saving throw against your

OOZE CHARACTERS
16 /
spell save DC. On a failed save, the creature takes 4d8 acid
damage and is engulfed by you. Each engulfed creature is
restrained, can’t breathe, and moves with you when you move.
Engulfed creatures take 6d8 acid damage at the start of each
of your turns. An engulfed creature can attempt a Strength
check against your spell save DC using their action.
On a success, the creature is no longer engulfed and
emerges in a space adjacent to you. You expel all engulfed
creatures to random adjacent spaces when you cease
concentrating or when this ability ends.
Once you use this ability, you must complete a long rest
before you can do so again.
Invocations
At 2nd level, a warlock gains the Eldritch Invocations feature.
Here are new options for that feature. If an invocation has a
prerequisite, you must meet it to learn the invocation. A level
prerequisite refers to your level in this class.
Corrosive Blast
Prerequisite: 5th level, Faceless Lord patron, eldritch blast
cantrip
You can cause an eldritch blast you cast to become
corrosive. Each beam from your eldritch blast that hits a
creature weakens any metal or wooden armor that they are
wearing. The armor receives a permanent, cumulative -2
penalty to the AC it offers. The armor is destroyed if the
penalty reduces it to 10. Once you use this ability to enhance
your eldritch blast, you cannot do so again until you complete
a short or long rest.
Ooze Lance
Prerequisite: 5th level, Pact of the Blade feature, Faceless
Lord patron
You can use your Pact of the Blade feature to turn one of
your arms into a pseudopod. The pseudopod is treated as
your pact weapon and you are considered proficient with
attacks made with the pseudopod. It has the Reach property
(10 feet) and deals 1d10 acid damage on a hit. When you hit
a creature with the pseudopod you can expend a warlock
spell slot. When you do, the creature must make a Dexterity
saving throw against your spell save DC or become grappled
by you and take an additional 2d8 acid damage. The creature
takes 2d8 acid damage at the start of each of your turns while
it remains grappled. You cannot attack another creature with
your pseudopod while a creature is grappled by it. A grappled
creature can use its action to attempt to free itself, but it rolls
its ability check against your spell save DC instead of an
opposed check.
Ooze Familiar
Prerequisite: Faceless Lord patron, Pact of the Chain feature
Your familiar becomes translucent and ooze-like and it
becomes corrosive to the touch. The creature deals an
additional 1d6 acid damage with each of its attacks and
whenever a creature other than you touches it.
Amorphous
Prerequisite: 15th level, Faceless Lord patron
Your body can become a pile of goo whenever you need to
move through a tight space. You can move through a space as
narrow as 1 inch without squeezing.

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Ooze Spells
Bard Slime Serpent 2nd Level 8th Level
Water to Ooze Ooze Bubble Tentacles of Corrosion
Cantrips (0 Level) Slimeskin
Etch 4th Level 9th Level
Glue Conjure Ooze 3rd Level Polyp of Faceless Chaos
Stone to Ooze Ooze’s Rebuff
1st Level Wave of Ooze Slime Burst
Wizard
Sickening Slime Cantrips (0 Level)
Strands of Pudding 5th Level 4th Level Etch
Conjure Pudding Wave of Ooze Glue
2nd Level
Conjure Liquid 7th Level 5th Level 1st Level
Oozebane Rain of Slime Gelatinous Form Acid Spray
Arms of Ooze
4th Level 8th Level 6th Level Sickening Slime
Conjure Ooze Tentacles of Corrosion Wall of Ooze Strands of Pudding
Cleric Paladin 7th Level 2nd Level
1st Level 1st Level Melting Doom Conjure Liquid
Befoul Water Befoul Water Rain of Slime Ooze Bubble
Sickening Slime Slimeskin
2nd Level 8th Level
2nd Level Oozebane Tentacles of Corrosion 3rd Level
Oozebane Ooze Bubble Ooze’s Rebuff
Warlock Slime Burst
3rd Level 3rd Level Cantrips (0 Level) Slime Serpent
Weapons to Jelly Slime Smite Etch Water to Ooze
Glue Weapons to Jelly
6th Level 5th Level
Wall of Ooze Gelatinous Form 1st Level 4th Level
Acid Spray Conjure Ooze
7th Level Ranger Sickening Slime Stone to Ooze
Melting Doom 1st Level Strands of Pudding Wave of Ooze
Rain of Slime Befoul Water
Druid Strands of Pudding 3rd Level 5th Level
Caress of the Lurking One Awaken Ooze
Cantrips (0 Level) 2nd Level Slime Burst Conjure Pudding
Etch Acid Net Trap Slime Serpent Gelatinous Form
Glue Mold Growth
4th Level 6th Level
1st Level 3rd Level Conjure Ooze Ooze Puppet
Befoul Water Slime Serpent Wave of Ooze Wall of Ooze
Sickening Slime
Strands of Pudding Sorcerer 5th Level 7th Level
Cantrips (0 Level) Conjure Pudding Melting Doom
2nd Level Etch Gelatinous Form Rain of Slime
Oozebane Glue
Mold Growth 6th Level 8th level
Slimeskin 1st Level Wall of Ooze Pit of Acid
Acid Spray Tentacles of Corrosion
3rd Level Arms of Ooze 7th Level
Ooze’s Rebuff Sickening Slime Melting Doom 9th Level
Slime Burst Strands of Pudding Slime Fission

OOZE SPELLS
18 /
Spell Descriptions
Acid Net Trap Awaken Ooze
2nd-level conjuration 5th-level transmutation
Casting Time: 1 action Casting Time: 8 hours
Range: Touch Range: 30 feet
Components: V, S, M (a handful of granite pebbles) Components: V, S, M (a tiny brain made of gemstones the
Duration: 1 hour color of the ooze target, worth 1,000 gp, consumed by the
You enchant the pebbles that are the material component spell)
of this spell to become a trap that can be triggered any time Duration: Instantaneous
during the spell’s duration. The pebbles are scattered in a 5- After spending the casting time tracing magical pathways
foot square. When a Large or smaller creature other than you within the precious material component, you target a Huge or
comes within 5 feet of the stones, the trap is triggered and smaller ooze within range. The target must have either no
strands of acidic slime spew from the pebbles, forming a net Intelligence score or an Intelligence of 3 or less. The target
to ensnare the creature. gains an Intelligence of 10. The target also gains the ability to
The creature must make a Dexterity saving throw. On a telepathically speak one language you know, out to a range of
success, the creature takes 2d6 acid damage and suffers no 60 feet. The ooze's other statistics remain the same.
other effects. On a failed save, the creature is restrained and The awakened ooze is charmed by you for 30 days or until
takes 3d6 acid damage at the start of each of their turns. The you or your companions do anything harmful to it. When the
creature can use their action to make a Strength check charmed condition ends, the awakened creature chooses
against your spell save DC, freeing itself and ending the effect whether to remain friendly to you, based on how you treated
on a success. it while it was charmed.
Once the trap has been triggered, it cannot be triggered If the ooze splits into multiple oozes, only one of the oozes
again. The spell ends once a creature succeeds at a saving chosen at random retains the effects from this spell.
throw or ability check against the spell.
Befoul Water
Acid Spray 1st-level transmutation (ritual)
1st-level conjuration Casting Time: 10 minutes
Casting Time: 1 action Range: Self (10-foot radius)
Range: Self (15-foot cone) Components: V, S, M (a pinch of dried mold)
Components: V, S Duration: Permanent
Duration: Instantaneous You cause all water in a 10-foot radius around you to
You shower creatures in a 15-foot cone with acid. Each become brackish and foul. Creatures that drink the water
creature in the spell’s area must make a Dexterity saving must make a Constitution saving throw or become poisoned.
throw. Each creature that fails their save takes 2d4 acid The creature can attempt a new saving throw every time they
damage, and then 1d4 acid damage at the start of your next complete a long rest, ending the condition on a success.
turn. Each creature that succeeds takes half of the initial At Higher Levels. When you cast this spell using a spell
damage and no secondary damage. slot of 2nd level or higher, the radius increases by 10 feet for
At Higher Levels. When you cast this spell with a spell each spell slot above 1st.
slot of 2nd level or higher, it deals an additional 1d4 initial
and 1d4 secondary damage for each spell slot above 1st. Caress of the Lurking One
3rd-level divination
Arms of Ooze Casting Time: 1 action
1st-level transmutation Range: Self (30 feet radius)
Casting Time: 1 action Components: V, S
Range: Touch Duration: 1 hour
Components: S, V You invoke the powers of an ancient, all-seeing elder ooze
Duration: Concentration, up to 1 minute to reveal that which lurks nearby. The spell chooses up to
You touch a willing creature and transform their arms into three creatures at random within range, prioritizing invisible
pseudopods of black slime for the duration. These or otherwise hidden targets. The spell ignores creatures you
pseudopods lack the ability to finely manipulate objects but designate. Each target must make a Wisdom saving throw or
can grip objects and wield weapons. The creature’s melee take 5d6 psychic damage as purple tendrils of ooze emerge
reach increases by 5 feet for the duration. The pseudopods from the ground to grasp them. Those creatures cannot
are treated as natural weapons which the creature can use to become invisible for the next 1 minute, and they emit dim
make unarmed strikes. On a hit, the pseudopod deals 1d6 purple light for this duration. The ooze causes those
acid damage in addition to the normal bludgeoning damage creatures to become restrained until the start of your next
for the unarmed strike and the target becomes grappled if it turn.
is a creature. A creature grappled in this way can use their Creatures that succeed at their saving throw take half
action to make a Strength check against your spell save DC, damage and suffer no other ill effects.
freeing themselves on a success.
OOZE SPELLS
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Conjure Liquid becomes hostile toward you and your companions, and it
2nd-level conjuration might attack. An uncontrolled pudding can’t be dismissed.
The GM has the pudding’s statistics.
Casting Time: 1 action
Range: 30 feet Etch
Components: V, S conjuration cantrip
Duration: 1 hour Casting Time: 1 action
You create a pint of liquid, enough to fill one flask or four Range: Touch
vials. You can choose the type of liquid from the following list, Components: S
which appears at a point you choose within range: acid, basic Duration: Instantaneous
poison, beer, honey, mayonnaise, oil, vinegar, fresh water, salt You touch a non-stone surface no greater than 1 square
water, or wine. foot in size and summon a short-lived acidic strand of ooze.
Liquid conjured by this spell emanates magic and The ooze burns away at the material and etches whatever you
disappears when the spell ends unless it has been ingested. wish permanently into it, such as words, symbols, or art.
Conjure Oozes If the surface is a creature, the creature must attempt a
4th-level conjuration Constitution saving throw or take 1d8 acid damage. Scars
left by the acid can be removed using a lesser restoration or
Casting Time: 1 minute similar spell.
Range: 90 feet At Higher Levels. This spell's damage increases by 1d8
Components: V, S when you reach 5th level (2d8), 11th level (3d8), and 17th
Duration: Concentration, up to 1 hour level (4d8).
You summon oozes that appear in unoccupied spaces that
you can see within range. You choose one the following Gelatinous Form
options for what appears: 5th-level transmutation
One ooze of challenge rating 2 or lower Casting Time: 1 action
Four oozes of challenge rating 1/2 or lower Range: Touch
Components: V, S, M (lump of gelatin eaten by target)
An ooze summoned by this spell disappears when it drops Duration: 1 hour
to 0 hit points or when the spell ends. One creature you touch becomes translucent and
The summoned creatures are friendly to you and your amorphous. For the duration, the creature gains several
companions. Roll initiative for the summoned creatures as a benefits:
group, which has its own turns. They obey any verbal
commands that you issue to them (no action required by you). The creature can climb on difficult surfaces, including
If you don’t issue any commands to them, they defend upside down on ceilings, without needing an ability check.
themselves from hostile creatures, but otherwise take no The creature can move through a space as narrow as 1
actions. inch without squeezing.
The GM has the creatures' statistics. The first time another creature touches the target or hits
At Higher Levels. You summon additional creatures when them with a melee attack within 5 feet of them on each of
you cast this spell with a higher level spell slot. When you their turns, the creature takes 1d8 acid damage.
cast this spell using a 6th-level slot, twice as many creatures The creature gains a +5 bonus to Strength checks made
appear. Three times as many appear with an 8th-level slot. to grapple or maintain a grapple with other creatures.
Conjure Pudding Glue
5th-level conjuration transmutation cantrip
Casting Time: 1 minute Casting Time: 1 action
Range: 90 feet Range: 5 feet
Components: V, S Components: S, V
Duration: Concentration, up to 1 hour Duration: 1 hour
You call a black pudding to do your bidding, which slurps You create a thin layer of sticky glue in a 1-foot square on
forth from an unoccupied space of your choice within range, an inanimate surface of your choice within range that you can
which must be shrouded in darkness. The pudding see. An object that touches the surface bonds with it,
disappears when it drops to 0 hit points, when you dismiss it requiring more than 50 pounds of force to separate it from
using a bonus action, or after 1 hour. the surface. If the targeted surface is currently being touched
The pudding is friendly to you and your companions for the by a creature of Medium size or smaller, the creature must
duration. Roll initiative for the pudding, which has its own make a Dexterity saving throw or become restrained at the
turns. It obeys any verbal commands that you issue to it (no point of contact for the spell's duration.
action required by you). If you don’t issue any commands to The bond is tight but not unbreakable. A creature can
the pudding, it defends itself from hostile creatures but remove a stuck object or creature using an action.
otherwise takes no actions. If you cast this spell again, the last instance of this spell
If your concentration is broken, the pudding doesn’t immediately ends.
disappear. Instead, you lose control of the pudding, it
OOZE SPELLS
20 /
Melting Doom blow. The damage from the attack is reduced by an amount
7th-level transmutation equal to 2d6 + your spellcasting modifier. When the bubble
Casting Time: 1 action reduces damage from an attack, it bursts and showers nearby
Range: 90 feet creatures with acid. Each other creature within 5 feet of the
Components: V, S warded creature must make a Dexterity saving throw, taking
Duration: Concentration, up to 1 minute 3d6 acid damage on a failed save or half as much on a
successful save. Once the bubble bursts, the spell ends.
Choose up to 3 non-ooze creatures within range. Each of
those creatures must make a Constitution saving throw as Ooze Puppet
their bodies start to collapse into piles of sludge. Each 6th-level transmutation
creature that fails this save takes 7d8 acid damage Casting Time: 1 action
immediately and must make a new saving throw at the start Range: 90 feet
of each of their turns or take the damage again. Each time Components: V, S
that a creature takes damage from this spell, there is a Duration: 24 hours
cumulative 25% chance that the creature permanently loses a
limb chosen at random. A creature that is reduced to 0 hit You telekinetically assert command over an ooze. One
points from this spell’s damage dies and cannot be target ooze in range must make a Constitution saving throw.
resurrected by any means short of a wish spell. On a failed save, you gain control of the ooze. You can use a
A creature that succeeds at their saving throw takes half bonus action on each of your turns to force a controlled ooze
damage and the spell ends for them. to act within the limits of its abilities. It can undertake
At Higher Levels. When you cast this spell using a spell complex actions and forms thanks to your direct control.
slot of 8th or 9th level, you may target an additional 2 While not being controlled, the ooze is held inert by
creatures for each spell slot above 7th. telekinetic force.
Casting this spell again on an ooze already under your
Mold Growth control re-asserts control over it. No saving throw is required
2nd-level transmutation for this to succeed.
Casting Time: 1 action If an ooze splits apart while under your command, you
Range: Touch choose which one of the oozes to maintain control of.
Components: V, S, M (rare herbs worth 100 gp, consumed Ooze’s Rebuff
by the spell) 3rd-level transmutation
Duration: Instantaneous
You touch a five-foot square surface. At the start of your Casting Time: 1 reaction
next turn, a patch of mold grows upon the surface. The mold Range: Self
is your choice of either Brown Mold or Yellow Mold (your GM Components: V, S
has statistics for these hazards). The mold acts instinctively Duration: Concentration, up to 1 minute
and does not distinguish friend or foe. The mold lasts until A piece of your body falls off when you are hurt, then
destroyed. animates as an acidic ooze you direct to attack your foes.
You cannot cast this spell on a surface in direct sunlight. When you take slashing or lightning damage, you may cast
this spell using your reaction. A chunk of your body falls off of
Oozebane you and becomes an animate 4-foot diameter glob of ooze on
2nd-level abjuration the ground in a space adjacent to you. This ooze can be
Casting Time: 1 action attacked and has an AC of 18, has hit points equal to the
Range: Touch slashing or lightning damage you took, and is immune to acid,
Components: V, S slashing, and lightning damage. The spell ends if the glob is
Duration: Concentration, up to 10 minutes reduced to 0 hit points.
During each of your turns, if the glob is within 120 feet of
One creature you touch, along with their equipment, is you, you can use your bonus action to move it up to 20 feet
wreathed in radiant light for the duration. The light grants straight in any direction along the ground, wall, or ceiling.
the creature immunity to acid damage for the duration. Their Each creature the glob passes through and each creature that
equipment cannot be weakened by effects from acid or oozes. moves through the glob’s space must make a Dexterity saving
In addition, the creature's weapons deal radiant damage throw, taking 3d8 acid damage on a failed save and no
instead of their normal damage for the duration of the spell. damage on a success.
When the spell ends, the glob returns to you and you regain
Ooze Bubble hit points equal to the glob’s remaining hit points.
2nd-level conjuration
Casting Time: 1 action Pit of Acid
Range: Touch 8th-level transmutation
Components: V Casting Time: 1 action
Duration: 1 minute Range: 90 ft.
One creature you touch becomes encased in a protective, Components: V, S
spherical barrier of slime. When the protected creature is hit Duration: 10 minutes
with a melee or ranged weapon attack, the bubble lessens the You target up to 10 contiguous 10-foot squares on the floor.
OOZE SPELLS
/ 21
Each targeted square of floor melts into a pool of bubbling terrain. Creatures that move into the area for the first time on
yellow acid 10 feet deep. Creatures above a pit that aren't each of their turns or that start their turn there must make a
flying must make a Dexterity saving throw. Creatures that fail Dexterity saving throw. On a failed save, a creature takes
this saving throw fall into the acid pit and take 8d6 acid 6d10 acid damage and becomes slimed. Worn armor and
damage immediately and at the end of each of their turns held objects also become slimed on a failed save. Unattended
while in the pit. objects automatically become slimed.
A creature that leaves the pit takes an additional 4d6 acid Slimed creatures and slimed wooden or metal objects take
damage at the end of their next turn as the acid continues to 1d10 acid damage at the start of each of your turns. Objects
eat away at them. take twice as much damage.
Creatures that succeed at their save take half of the initial Creatures that succeed at their save take half the initial
damage and may use their reaction to move up to their damage and neither they nor their equipment are slimed.
movement speed towards the edge of the pit. If they reach the Slimed creatures can scrape off the slime from an object or
outside of the pit, they are not considered submerged and a creature (and all its equipment) using an action. The slime
take no secondary damage from leaving the pit. is destroyed when dealt cold, fire, or radiant damage or when
A targeted square that doesn’t have at least 10 feet of it comes in contact with direct sunlight.
matter beneath it remains unaffected. Casting this spell on
the second floor of a building, for instance, may not have any Sickening Slime
effect at all. 1st-level conjuration
Casting Time: 1 action
Polyp of Faceless Chaos Range: Self (15-foot cone)
9th-level conjuration Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 150 feet You expel a 15-foot cone of nauseating slime from your
Components: V, S open mouth. Each creature in the spell’s area must make a
Duration: Concentration, up to 1 minute Constitution saving throw. Each creature that fails their
You summon a gross, stinking ooze from the abyss. It takes saving throw becomes poisoned for 1 minute. At the end of
the form of a Gargantuan, 10-foot radius lump of corrosion each of their turns, a poisoned creature can attempt a new
with three writhing tendrils that swipe at your foes. You saving throw, ending the effect on a success.
summon this ooze at a point you can see within range. Each
creature of Huge size or smaller in the ooze's space must Slime Burst
make a Dexterity saving throw or take 10d6 acid damage and 3rd-level conjuration
become engulfed by the ooze. Creatures that succeed at their Casting Time: 1 action
save take half damage and are not engulfed, instead moving Range: 150 feet (20-foot radius)
to the outermost space adjacent to the ooze. Components: V, S
Each engulfed creature is restrained and takes another Duration: Instantaneous
10d6 acid damage at the end of each of their turns. An
engulfed creature can use their action to make a Strength You choose a point within range that is not in direct
saving throw. On a successful save, the engulfed creature sunlight. An explosion of slime bursts forth in a 20-foot radius
emerges prone into a space of their choice adjacent to the sphere centered on the point, coating all surfaces, objects,
wall and is no longer engulfed. and creatures with green slime.
As an action on each of your turns, you can cause the ooze Creatures in this area must make a Dexterity saving throw.
to make a tentacle attack, using your spell attack modifier, A creature takes 3d10 acid damage and becomes slimed on a
against up to 3 targets within 30 feet of the ooze. On a hit, the failed save. Worn armor and held objects also become slimed
target takes acid damage equal to 4d6 + your spellcasting on a failed save. Unattended objects in the area are
modifier, and then the target must make a Strength saving automatically slimed.
throw or be dragged into the ooze's center and become Slimed creatures and slimed wooden or metal objects take
engulfed. 1d10 acid damage at the start of each of your turns. Objects
The ooze's interior lies on a demiplane, making the take twice as much damage.
number of creatures it can engulf virtually limitless within the Creatures that succeed at their save take half the initial
span of the spell. damage and neither they nor their equipment are slimed.
Slimed creatures can scrape off the slime from an object or
Rain of Slime a creature (and all its equipment) using an action. The slime
7th-level conjuration is destroyed when dealt cold, fire, or radiant damage or when
Casting Time: 1 action it comes in contact with direct sunlight.
Range: 150 ft. (20-foot radius) At Higher Levels. When you cast this spell using a spell
Components: V, S slot of 4th level or higher, the initial damage increases by
Duration: Concentration, up to 1 minute 1d10 for each spell level above 3rd.
You cause caustic slime to fall from the sky and rain down Slime Fission
upon your foes in a 20-foot radius, 20-foot high cylinder 9th-level transmutation
centered on a point you designate within range for the Casting Time: 1 action
duration. The area is lightly obscured and treated as difficult Range: Self
OOZE SPELLS
22 /
Components: V, S Slime Smite
Duration: Concentration, up to 1 minute 3rd-level conjuration
You split apart, creating an identical clone of yourself made Casting Time: 1 bonus action
of ooze. The clone has half of your current hit points, and Range: Self
your current hit points are then reduced by half. Your clone is Components: V
under your direct telepathic control for the duration of the Duration: Concentration, up to 1 minute
spell. Your clone has its own turn, complete with movement The next time that you hit a creature with a melee weapon
and actions, and acts on the same initiative count as you, attack before this spell ends, corrosive slime surges forth
starting on your next turn. You can sense everything the clone from your weapon. The target takes an additional 2d10 acid
senses. damage from the attack, and then must make a Dexterity
The clone has a copy of all your equipment, but any saving throw. On a failed save, the target becomes covered in
magical equipment the clone wears becomes nonmagical. It the slime. If covered in slime at the start of its turn, a creature
shares your pool of spell slots, ability uses, and other such takes an additional 1d10 acid damage and then any armor
resources. they are wearing suffers a permanent -2 penalty to its base
When the spell ends, choose one of the two creatures to AC. If its base AC reaches 10, the armor is destroyed.
remain. The other creature collapses into a pile of goo and A creature can take an action to scrape the slime from the
magically returns to you if you are within 120 feet of it and its slime-covered creature.
hit points combine with your own (but not more than your hit
point maximum).
If one of the two creatures dies or is reduced to 0 hit points Strands of Pudding
while the spell is active, the spell ends and you assume 1st-level conjuration
control of the remaining creature. The fallen creature does Casting Time: 1 action
not reform with you nor does it replenish your missing hit Range: 60 feet
points. Any magical equipment it was wearing falls in the Components: V, S
creature’s space as it collapses into a pile of goo. Duration: 1 minute
You hurl a net of sticky pudding at a 10-foot square within
Slime Serpent range. Each creature in the area must make a Dexterity
3rd-level conjuration saving throw. On a failed save, a creature becomes restrained
Casting Time: 1 action until the start of your next turn and then has their movement
Range: 120 feet speed reduced by 10 feet for the duration of the spell, but to
Components: V, S no less than 5 feet. A creature can use their action to scrape
Duration: Concentration, up to 1 minute the pudding from an affected creature, ending this effect for
You create a snake made of animated ooze. The creature them. When the spell ends, the pudding dries up and
has the statistics of a giant constrictor snake except it deals crumbles to dust.
an additional 1d8 acid damage with each of its attacks. The At Higher Levels. When you cast this spell using a spell
creature is not sentient and is under your direct magical slot of 2nd level or higher, you create an additional net that
control. You can use a bonus action during each of your turns can target an additional 10-foot square within range.
to command the creature to move and to attack, and can use Creatures hit by multiple nets are only affected as if they
your reaction to make the creature attack a target that leaves were hit by one.
its threatened area. If given no orders, the creature does
nothing but defend itself. Stone to Ooze
The creature disappears when the spell ends or if it is 4th-level transmutation
reduced to 0 hit points. Casting Time: 1 action
Range: 60 feet
Slimeskin Components: V, S
2nd-level abjuration Duration: Concentration, up to 10 minutes
Casting Time: 1 action You transform up to a 10-foot cube of stone into a
Range: Touch gelatinous cube. The creature acts on its own initiative and
Components: V, S obeys your mental commands for the duration of the spell.
Duration: Concentration, up to 10 minutes The gelatinous cube has the maximum possible hit points
One willing creature you touch is coated in a rubbery layer that such a creature can have.
of conjured slime for the duration. While coated in the slime, If the targeted stone was on the ceiling, the cube falls until
the creature gains resistance to bludgeoning damage and one it hits the ground below. Any creatures beneath it must make
other damage type of your choice: acid, cold, fire, lightning, or a Dexterity saving throw to avoid becoming engulfed by the
thunder. creature, using your spell save DC instead of the ooze's DC.
If the protected creature is dealt radiant damage or When the spell ends, the cube reverts back to a stone
exposed to direct sunlight, the slime coating burns away and block. Any enemies engulfed by the cube are shunted to the
the spell ends. nearest available space adjacent to the cube.
At Higher Levels. When you cast this spell using certain
higher-level spell slots, you can choose more targets. With a
5th-level spell slot, you can target two cubes. You can target

OOZE SPELLS
/ 23
three cubes with a 7th-level slot, and four cubes with a 9th- On a successful save, a creature is only pushed 10 feet
level slot. away from the ooze’s center. Whenever a creature jumps on
top of the ooze, the creature’s long jump is increased by 10
Tentacles of Corrosion feet and their high jump is increased by 15 feet.
8th-level transmutation Acidic Ooze. The ooze is transparent and sinks to the
Casting Time: 1 action bottom of a body of water it occupies at a rate of 20 feet per
Range: 90 feet round, otherwise it does not move. Each creature in the
Components: V, S, M (octopus tentacle submerged in acid) cube’s area when the spell is cast or that enters the cube’s
Duration: Concentration, up to 1 minute area must make a Strength saving throw.
On a failed save, the creature becomes restrained by the
You choose up to eight 5-foot square spaces on flat surfaces ooze and takes 6d6 acid damage at the start of each of their
within range that you can see. Each of those spaces grows turns while restrained. The creature moves with the ooze if it
into a giant tentacle of ooze. When the tentacles first appear is sinking. A restrained creature can use their action to
and again during each of your turns using your action, you attempt a new saving throw.
can have up to four of the tentacles attack creatures of your On a success, the creature is no longer restrained and
choice. Each tentacle has a reach of 15 feet and uses your emerges from the ooze into an adjacent space of its choice.
spell attack modifier. On a hit, a creature takes 4d8 acid
damage and becomes grappled by the tentacle. A tentacle Wave of Ooze
grappling a creature cannot attack, but the grappled creature 4th-level conjuration
takes 4d8 acid damage at the start of each of your turns. Casting Time: 1 action
A creature grappled by a tentacle can attempt to free Range: Self (15 by 40-foot wave)
themselves using their action by making a Strength check Components: V, S
against your spell save DC. A tentacle can also be attacked Duration: Instantaneous
and destroyed. Each has 30 hit points, AC 15, and immunity
to acid, piercing, poison, and psychic damage. You conjure a wave of slime from the paraelemental plane
of ooze to crash into your foes. The wave is 15 ft. wide and 10
Wall of Ooze ft. high and travels for 40 ft. in a straight line in a direction
6th-level conjuration you choose emanating from you.
Casting Time: 1 action Creatures caught in the wave’s path must make a Dexterity
Range: 120 feet saving throw or take 5d6 acid damage, or half that much on a
Components: V, S successful saving throw. The wave doesn’t travel through
Duration: Concentration, up to 10 minutes obstacles but can pass over them. Creatures behind total
cover take no damage. Creatures that failed their saving
You conjure six 10-foot cubes of gelatinous ooze which throws become coated in acidic ooze that deals 1d6 acid
appear at a location within range. You can arrange the cubes damage at the start of each of their turns until scraped or
however you wish but each must have at least one of its faces washed away using an action.
connected to the face of another adjacent cube. Each The area that the wave passed through becomes difficult
creature inside the wall’s area or any creature that enters the terrain and becomes coated in ooze. Creatures passing
area must make a Dexterity saving throw. Each creature that through the area for the first time during each of their turns
fails this save takes 10d6 acid damage and if the creature is take 1d6 acid damage from the ooze. The ooze shrivels up
Large or smaller, becomes engulfed by the oozy wall. and disappears after 1 minute.
Creatures that succeed at their save take half damage and are At Higher Levels. When you cast this spell using a spell
not engulfed. slot of 5th level or higher, the initial damage increases by 2d6
Each engulfed creature is restrained and takes another for each spell slot above 4th.
10d6 acid damage at the end of each of their turns. An
engulfed creature can use their action to make a Strength Weapons to Jelly
saving throw. On a successful save, the engulfed creature 3rd-level transmutation
emerges prone into a space of their choice adjacent to the Casting Time: 1 action
wall and is no longer engulfed. Range: 90 feet
Water to Ooze Components: V, S, M (a lump of black pudding in a vial)
3rd-level transmutation Duration: Instantaneous
Casting Time: 1 action You target up to five Small or smaller nonmagical objects
Range: 120 feet made wholly or partially of metal or wood within range that
Components: V, S you can see. All metal or wood parts of each target are turned
Duration: Concentration, up to 1 hour to slime and are destroyed.
A creature attending or holding a target of the spell can
You transform up to a 10 foot cube of water into ooze for make a Dexterity saving throw. On a successful save, that
the duration. This can have one of two effects: target is unaffected.
Repelling Ooze. The ooze is solid and floats in water, and At Higher Levels. When you cast this spell using a spell
rises at a rate of 40 feet per round if submerged. Each slot of 4th level or higher, you can target an additional two
creature in the ooze’s space must make a Dexterity saving objects for each spell slot above 3rd.
throw or be pushed 30 feet away from the center of the ooze.

OOZE SPELLS
24 /
Ooze Magic Items
Cursed Blade of Division
This chapter details a variety of magical items that either
interact with oozes, have an ooze theme, or deal with acid Cursed Magic Weapon (any sword that deals slashing
damage. Items are listed alphabetically and are followed by damage), legendary, requires attunement
the item's type, rarity, and whether it requires attunement. This item appears to be a Vorpal Sword, and seems to act
as such. It acts as a +3 weapon and ignores resistance to
Acidic Weapon slashing damage. However, when you roll a 20 on an attack
roll, the creature takes no damage but instead splits
Magic Weapon (any), rare completely in half. The two halves regrow their missing parts
An acidic weapon is magical and deals an additional 1d6 out of ooze and permanently become two separate creatures.
acid damage on a hit. The target then takes an additional 1d6 Each creature has the same statistics and half of the base
acid damage at the start of the attacker’s next turn. creature’s current hit points at the time. One creature
appears in the current creature’s space while the other
Corrosive Weapon appears in an adjacent space. Reroll initiative for the two
Magic Weapon (any), very rare, requires attunement creatures, who now act independently from one another and
A corrosive weapon is a magical weapon with a +2 bonus have their own thoughts and actions. If the creature was a
on attack rolls and deals an additional 1d6 acid damage on a player, one of the new creatures is under the control of the
hit. Every time a 5 or 6 is rolled on the damage dice for this GM, while the other remains under the player’s control.
acid damage, the acid partially corrodes the target’s armor if Once this happens, the sword dissolves into slime and
they are wearing any. Nonmagical armor worn by the target is reappears at a random location somewhere else on the same
partly dissolved and takes a permanent and cumulative -1 plane of existence.
penalty to the AC it offers. The armor is destroyed if the
penalty reduces its AC to 10. Gloves of sticky fingers
Wondrous item, rare, requires attunement
Boots of Gooform These olive-colored leather gloves have wide cuffs and are
Wondrous item, very rare, requires attunement always sticky to the touch. While wearing these gloves, if you
A pair of large loose leather boots that leave tracks of slime are attuned to them, you gain a +5 bonus to ability checks
wherever they go. The slime dissolves after 1 minute. While made to climb, pick pockets, or grapple a creature. In
attuned to the boots, you can climb on difficult surfaces, even addition, objects you hold cannot be unwillingly dropped,
upside down on ceilings, without needing an ability check disarmed, or otherwise knocked from your hand without a
and while leaving your hands free. Your climb speed is equal successful DC 26 Strength check.
to your walking speed. You cannot walk on slippery surfaces
like oil or water in this way. Ointment of Ooze Warding
In addition, you can use your action to enter an amorphous Wondrous item, uncommon
form or return to your original form. You can remain in the This bladder contains enough ointment to be applied to
amorphous form for up to 2 hours, either all at once or in one Medium or two Small creatures’ bodies over the course
separate iterations which spend at least 1 minute from the of 1 minute. Once covered, the creature has immunity to acid
total time with each use. While in this form, the creature can damage and cannot become engulfed or grappled by oozes or
move through spaces as narrow as 1 inch without squeezing slimes for 4 hours. The ointment also grants the creature
and the creature gains resistance to bludgeoning damage. advantage on Dexterity (Acrobatics) checks to escape a
The boots regain 1 hour of usage every 24 hours. grapple from non-ooze creatures.
Cap of Ooze Command Rod of Dissolution
Wondrous item, uncommon, requires attunement Rod, rare, requires attunement
This sagging yellow cloth cap is always wet. While attuned This rod is made of rusted iron. While attuned to the rod,
to the cap and wearing it, you can use your action to gain you can use your action to destroy all nonmagical objects
control of an ooze. The ooze must attempt a DC 15 Charisma made of wood or metal that isn’t adamantine in a 10-foot
saving throw to resist. If the ooze is somehow under the cube of space you choose within 90 feet of you that you can
command of another creature, that creature must instead see. If an object is only partially in the area, the part in the
attempt the saving throw. On a failed save, the ooze becomes area is destroyed.
friendly to you and your companions and follows your verbal Creatures in the area wearing and holding objects that
commands, requiring no action on your part. The ooze would be affected make a DC 15 Dexterity saving throw. On a
becomes hostile towards you and you lose control of the ooze successful save, the creature can move up to its speed to a
after 1 hour passes. space just outside of the affected area and their worn and
On a successful saving throw or after you lose control of held objects are unaffected.
the ooze, that ooze becomes immune to the effects of the cap Once you use this ability, the rod cannot be used again for
for 24 hours. 8 hours.

OOZE MAGIC ITEMS


/ 25
Rod of Ooze Blocks isn’t taking proper precautions to handle it. The slime does
not seep through the bag despite its constant dripping.
Rod, rare, requires attunement
This two-foot long rod looks like a red crook. It is always Slimepass Talisman
slightly tacky as if covered in dried syrup, and a globule of Wondrous item, rare, requires attunement
green ooze floats in the center of the crook’s loop. The rod This limestone talisman is carved with undulating
has 3 charges. A creature attuned to the rod can use their patterns. When placed on a wooden, plaster, or stone surface
action and spend one of the rod’s charges to choose a point and the command word (“melt” in Undercommon) spoken, a
on a solid surface within 20 feet, causing a 5-foot cube of permanent passage opens up on the surface that is 5 feet
ooze to rise from the surface. The block sticks to walls and wide and tall and up to 20 feet deep, stopping short if it
ceilings, seemingly defying gravity. If the space the cube fills breaches the other side of the surface. The matter that took
is occupied with a Medium or smaller creature or object, it up the space is permanently destroyed, turning to sludge.
pushes the contents to an adjacent space. A creature can Meanwhile, a wall of hardened slime coats the interior of the
choose which space to move to. If conjured beneath passage and is as hard as stone.
creatures or objects, they are lifted up as the block rises into The talisman disappears once it has been used.
existence.
The block cannot be moved, but it can be attacked (20 hit
points, resistance to nonmagic damage) and is destroyed if Slime Whip
reduced to 0 hit points or dealt any radiant damage. The Magic weapon (whip), rare
block disappears after 1 hour or when the attuned wielder This magical whip consists of a metal handle with three
dismisses it as a bonus action. strands composed entirely of dripping and sticky black slime;
Despite its looks, the magically conjured translucent green their form maintained with magic. When you hit a creature
ooze is solid and not corrosive. A creature can climb on the with the slime whip, the target takes an additional 3d4 acid
block, including on its sides or upside down beneath it damage and becomes grappled by you. The grappled creature
without needing an ability check. can use their action to make a DC 15 Strength (Athletics) or
The charges replenish each night at midnight. Dexterity (Acrobatics) check, freeing themselves on a
success. At the start of each of your turns, the grappled
Shield of Pudding creature takes 3d4 acid damage. You cannot make attacks
Wondrous item, very rare, requires attunement with the slime whip while a creature is grappled by it.
This magical shield appears to be a circular shield of stone While a creature is grappled by the slime whip, neither that
with an eyeball relief dominating its surface. When hit with a creature nor you can move more than 10 feet away from the
weapon, the shield deforms like putty and becomes sticky and other without succeeding at a Strength (Athletics) contest
corrosive to metal and wood. opposed by the other. On a success, the winner can move
When a creature misses you with a melee weapon attack, freely at half their movement speed dragging the loser 10 feet
you can catch the weapon with the shield. The attacker must behind them. You can let go of the slime whip to not be
succeed on a DC 14 Strength saving throw, or the weapon pulled, but the grapple ends if you do.
becomes stuck to the shield. If the weapon's wielder can't or
won't let go of the weapon, the wielder is grappled while the Sludgemetal Acid
weapon is stuck. While stuck, the weapon can't be used. A Wondrous item, rare
creature can pull the weapon free by taking an action to make This flask of acid eats through metal. The flask can be
a DC 14 Strength check and succeeding. thrown (30 foot range) or splashed upon (10 foot reach) an
Nonmagic weapons made of wood or metal stuck to the object or construct, dealing 5d10 acid damage if it is made
shield take a permanent and cumulative -1 penalty to damage entirely or partially of metal, ignoring immunity and
rolls at the start of each of your turns. If the penalty drops to resistance to such damage that the target might have. The
-5, the weapon is destroyed. The shield can corrode metal acid eats through 3 feet of metal in one round, affecting a
outside of combat, eating through 1-inch thick, nonmagical roughly 3-foot diameter area.
wood and metal in 1 round, but the rim of the shield is not
made of the pudding and prevents the shield from eating Staff of Slime
through objects wider than 3 feet.
The shield returns to its normal state and releases any Staff, very rare, requires attunement by a spellcaster
stuck weapons when the wielder speaks the command word; This five-foot tall staff is coated in a thick layer of harmless
“release” in Deep Speech. constantly-oozing lime-green slime. The staff can be wielded
as a magic quarterstaff with a +2 bonus to hit and deals an
Slime Bag additional 1d6 acid damage. While holding the staff, you have
a +2 bonus to spell attack rolls.
Wondrous item, rare The staff has 15 charges and regains 1d8+7 expended
The string tying this dripping sack closed does nothing to charges each night at midnight, but only if the staff is
mitigate its rancid smell. If two pounds of food are placed underground (burying the staff during this time will suffice).
inside the bag, it is devoured and grows into a Green Slime Spells. You can use an action to expend 1 or more of the
over the course of 8 hours. The slime is enough to cover a 5- staff's charges to cast one of the following spells from it,
foot square, and can be stuck to any surface. The GM has using your spell save DC: acid arrow (2 charges), cloudkill (5
statistics for this hazard. charges), grease (1 charge), stinking cloud (3 charges), or
The slime acts instinctively and can harm a creature that vitriolic sphere (4 charges).
OOZE MAGIC ITEMS
26 /
You can also use an action to cast the ray of sickness spell around, but its power is hard to control. It forms patterns like
from the staff without using any charges. webs of lightning on its host. Whenever you cast a damaging
Slime Tethers. You can expend 1 of the staff’s charges and spell that requires a spell attack, you can take a -5 penalty to
use your action to cause strands of slime to latch onto a a spell attack roll to deal an additional 10 lightning damage if
creature of your choice that is touching the ground and that you hit.
you can see within 120 feet. The creature must make a Gray (Uncommon). While active, the slime gives you the
Dexterity saving throw against your spell save DC. On a failed appearance of stone skin. While standing still, you are
save, the creature becomes restrained and takes 1d6 acid indistinguishable from a stone statue. You also gain
damage at the start of each of their turns. The restrained advantage on Dexterity (Stealth) checks to hide among rocks
creature can use its action to make a Strength check against and can hide against stone surfaces.
your spell save DC, ending this effect on a success. This Green (Very Rare). The slime is often concerned with self-
effect requires no concentration on your part. preservation and defending its host. While active, whenever a
Glue. You can choose two inanimate objects that weigh creature within 5 feet of you hits you with a melee attack, the
less than 100 pounds total that are touching one another slime lashes out. The attacker takes 2d6 acid damage. You
within 120 feet of you that you can see and glue them also gain resistance to acid damage. If the slime is active
together with slime using your action. The objects remain when you are subjected to radiant damage, the slime
stuck together indefinitely, but 100 pounds or more of force dismisses itself and cannot be reactivated for 1 round.
will separate them as will a DC 15 Strength check. Purple (Rare). Purple slime has an Intelligence of 16 and
is Neutral-Evil. The slime releases a subtle pheromone to
Stonebreaker Acid make its host more likeable to those around it. While active,
Wondrous item, uncommon you gain advantage on Charisma checks. In addition, you can
This flask of acid eats through stone. The flask can be cast disguise self at will.
thrown (30 foot range) or splashed upon (10 foot reach) an Red (Rare). The slime pumps a steroid into its host and
object or construct, dealing 3d10 acid damage if it is made relishes in violent chaos. While active, the slime increases
entirely or partially of stone, ignoring immunity and your Strength score by 2, up to a maximum of 22. You can
resistance to such damage that the target might have. The make a Shove attempt once during each of your turns as a
acid eats through 3 feet of stone in one round, affecting a bonus action. Whenever a creature damages you, you must
roughly 3-foot diameter area. succeed at a Charisma contest against the slime or go
berserk. While berserk, you can’t dismiss the slime and you
must use your action each round to attack the creature
Symbiotic Slimes nearest to you. If you can make extra attacks as part of the
Wondrous item, (variable rarity), requires attunement Attack action, you use those extra attacks, moving to attack
A symbiotic slime appears as a fist-sized glob of slime that the next nearest creature after you fell your current target. If
comes in various colors. When you attune to the slime, it you have multiple possible targets, you attack one at random.
grants you certain abilities while active. The slime can be You are berserk until you start your turn with no creatures
activated or dismissed as a bonus action, causing the slime to within 60 feet that you can see or hear.
quickly cover your body and impart its benefit while active Yellow (Rare). The slime makes you limber and able to
and hide partially in unassuming areas like beneath clothing climb sheer surfaces. While active, you gain a +3 bonus to
(not imparting its benefit) when dismissed. Dexterity (Acrobatics) checks. Your jump height and distance
A symbiotic slime is a sentient item. Each has the following are doubled. You can climb sheer surfaces, including upside
properties unless stated otherwise: down on ceilings, without needing an ability check. The slime
also grants you a Claws weapon attack. You are considered
Its alignment is Chaotic-Neutral. proficient with the attack, which deals 2d4 damage and has
It has Intelligence 1, Wisdom 6, and Charisma 16. the Finesse property.
It has hearing and Darkvision out to 60 feet.
It communicates to its wearer using simple emotions. Wand of Revulsion
It will always resist being taken off and attempt to take
control of its wearer if the creature attempts to do so. Wondrous item, common
You can use your action while holding the wand to conjure
A lesser restoration spell or any spell or ability that cures a fist-sized lump of slimy ooze at a location within 5 feet of
disease will render the slime powerless for 1 hour, allowing it you. The lump sizzles and bubbles and emits a foul stench.
to be removed without effort but it also does not impart its The ooze is harmless and disappears after 1 minute, but its
features. A creature cannot attune to more than one noise can be heard out to 60 feet and its smell causes
symbiotic slime at a time. creatures within 60 feet to be unable to smell anything other
Each slime imparts abilities while active. The abilities than the slime.
granted are based on the slime’s color. Creatures with Keen Scent or a similar feature must make
Black (Rare). A black symbiotic slime is Chaotic-Evil. The a DC 11 Constitution saving throw at the start of each of their
slime cares little for its host. It coats the host’s weapons in turns if they are within 60 feet of the slime and can smell it.
acidic slime as well as the host’s body. When activated, it On a failed save, the creature becomes poisoned until the
deals 1d6 acid damage to you and then another 1d6 acid start of its next turn.
damage at the start of each of your turns while active. While Only one lump of ooze can be summoned at a time using
active, you deal an additional 2d6 acid damage with each of the wand, and conjuring a new one causes any currently
your melee weapon attacks. existing ones to disappear.
Blue (Rare). The slime is adept at moving magical energy
OOZE MAGIC ITEMS
/ 27
Ooze Monsters
Dangerous Oozes cntd.
This chapter contains statistics for fifty new ooze or ooze-like Monster Why it's dangerous
monsters to use in your campaign setting. They are arranged Ethereal Ooze The ooze reduces an ability score and
alphabetically, although some are grouped together under can instantly kill creatures that can't
particular categories such as Dragons, Geldyns, and Dire return to their bodies.
Oozes.
Gloom Ooze The ooze can continually stun multiple
creatures.
Unique Traits
Memorial Ooze This ooze could potentially petrify an
Many oozes listed in this chapter have similar traits to each entire party that can't deal with that
other and to existing ooze creatures. However, a lot of them condition.
have small differences to them. Several things to look out for Nuclear Slime Parties that can't deal with disease may
are listed below. die a few days after this creature was
defeated.
Amorphousness
Oozes that are truly amorphous can move through spaces as Prismatic Ooze The ooze deals high damage but can also
stun multiple players with bad saves.
narrow as 1 inch. Some oozes, however, just aren't as flexible.
Oozes that are larger or made with bigger, chunkier, or Skinlatch Slime Can pit a powerful player against their
tougher matter may only be able to squeeze through spaces team, and force players to hurt their ally
only as wide as 1 foot, or 5 feet. This can be the difference to defeat it.
between oozes sneaking under a door or only being able to fit
inside a hallway. Monsters by Challenge Rating
CR Monster
Corrosive Forms 1/4 Oozeling (Small)
Nearly all oozes are hazardous to touch. The severity of their
touch may vary and may deal different kinds of damage 1/2 Geldyn, Oozeling (Medium), Shambler (Gray),
Shambler (Green), Shambler (Yellow)
besides acid. Furthermore, some may deal splashing damage
when they are hit in melee, while others might not. Still 1 Grease Jelly, Jelly Skelly, Shambler (Brown)
others might only deal their damage when they attack or 2 Dream Ooze, Oozeling (Large), Skinlatch Slime
engulf their prey.
3 Geldyn Warrior, Ice Pudding, Slime Knight,
Ooze Dragon Wyrmling, Ooze Pupil
Splitting
Not all oozes are able to split apart, but those that can often 4 Arcane Ooze, Dire Gray Ooze, Nuclear Slime,
do it in a variety of ways. Common oozes split when Oozeling (Huge)
subjected to slashing or lightning damage, but with the more 5 Ethereal Ooze, Geldyn Ambuscade, Slimestrand
unique oozes in this chapter that is often not the case. Some Ooze
oozes simply "shed" portions of themselves instead of 6 Crystal Pudding, Dire Ochre Jelly, Gloom Ooze
splitting in half, which usually functions much differently.
7 Blastfield Ooze, Blood Pudding
8 Dire Ice Pudding, Geldyn Slime Lord, Oozeling
(Gargantuan),
Dangerous Oozes Poison Scourge, Young Ooze Dragon
Some of the oozes presented in this chapter are very 9 Metal Slime, Void Jelly
dangerous. Although they might be statistically weak, bad 10 Dire Gelatinous Cube, Oozeborn Giant
rolls, poor strategy, or simply getting caught in an unfortunate
circumstance can let these oozes wipe out an entire 11 Brine Slime
adventuring party. 12 Dire Black Pudding, Geldyn Ooze Priest
Such oozes are listed below, and marked near their stat 13 Magma Jelly
block with a slimy skull. Be wary when adding these oozes to
an encounter as lower level players may not have the 14 Memorial Ooze
resources to deal with them if things go wrong. 15 Prismatic Ooze
Dangerous Oozes 16 Psionic Ooze
Monster Why it's dangerous 17 Adult Ooze Dragon
Arcane Ooze Parties relying heavily on magic will have 18 Lich-Cube
a hard time.
19 Flesh Jelly
Dream Ooze Can put an entire party to sleep.
20+ Ancient Ooze Dragon, Bone Ooze,
Lich-Cube (In Lair)

OOZE MONSTERS
28 /
Arcane Ooze
The Arcane Ooze is often either a creation of a mad wizard
or the fermented alchemical and magical runoff from insane
experiments. It feeds on magical energy and potential,
making an especially dangerous opponent if not respected.
Spellcasters in an adventuring party will be quick to lose
spell slots to it and discover that their own spells have little
effect.
The ooze is a large green slimy mass that crackles with
electricity; a byproduct of its arcane digestion as well as a
self-defense mechanism. Unlike most oozes, it is not acidic
and relies entirely on its electrical form for attack and
defense.
It can sense magic nearby and will ambush creatures by
dropping from the ceiling or walls onto any spellcasters it
detects. It mindlessly pursues the magic it craves, ignoring
anyone that can't feed it unless they are in its way. Although
magic items do draw its attention, it can't harm them.
Oozy spellcasting villains that are canny enough to take
precautions against magic may create an arcane ooze to
defend its lair, but those that do risk being hunted by it
themselves. Otherwise, arcane oozes may just accumulate in
a wizard's sewer entirely by accident, much to their dismay.

Arcane Ooze Spell Immunity. The ooze cannot be affected by spells or


magical effects. Incidental effects may still affect the ooze,
Large ooze, unaligned
such as falling rocks caused by a spell, but not fire damage
from a fireball.
Armor Class 7
Hit Points 85 (10d10 + 30)
Speed 20 ft. climb 20 ft.
Actions
Pseudopod. Melee Weapon Attack: +6 to hit, Reach 10 ft.,
one target. Hit: 4 (2d8+3) bludgeoning plus 18 (4d8)
STR DEX CON INT WIS CHA lightning damage. The target is also affected by the ooze’s
Magic Consumption trait.
16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5)
Engulf. The ooze moves up to its speed. While doing so, it
can enter Medium or smaller creatures' spaces. Whenever the
Damage Immunities cold, lightning
ooze enters a creature's space, the creature must make a DC
Condition Immunities blinded, charmed, deafened, 15 Dexterity saving throw.
exhaustion, frightened, prone On a successful save, the creature can choose to be
Senses blindsight 60 ft. (blind beyond this radius), pushed 5 feet back or to the side of the ooze. A creature that
passive Perception 8 chooses not to be pushed suffers the consequences of a
Languages - failed saving throw.
Challenge 4 (1,100 XP) On a failed save, the ooze enters the creature's space, and
the creature takes 18 (3d8) lightning damage and is
Amorphous. The ooze can move through a space as narrow as engulfed. The engulfed creature can't breathe, is restrained,
1 inch wide without squeezing. and takes 21 (4d8) lightning damage at the start of each of
the ooze’s turns. When the ooze moves, the engulfed
Electrified Form. A creature that touches the ooze or hits it creature moves with it.
with a melee attack while within 5 feet of it takes 4 (1d8) An engulfed creature can try to escape by taking an action
lightning damage and is affected by the creature’s Magic to make a DC 12 Strength check. On a success, the creature
Consumption trait. escapes and enters a space of its choice within 5 feet of the
Spider Climb. The slime can climb difficult surfaces, including ooze.
upside down on ceilings, without needing to make an ability
check. Reactions
Magic Consumption. The ooze can detect which creatures Eat Spell. When a creature casts a spell within 60 feet of the
within 60 feet of it have spell slots remaining. Creatures dealt ooze, the ooze can use its reaction to cause the spell to fail
damage by the ooze must make a DC 15 Intelligence saving as it consumes the magical power. The ooze then regains 4
throw or have their highest level available spell slot (1d8) hit points for each spell level of the spell eaten this
consumed by the ooze. If the ooze consumes a spell slot in way. A cantrip eaten this way restores 4 (1d8) hit points.
this way, it regains 1d8 hit points per level of the spell slot
consumed.

OOZE MONSTERS
/ 29
Blastfield Slime
A lone, wandering bubble is usually the only warning of a
blastfield slime nearby, but by then it is often too late. The
slime is usually found with 2d4+2 bubbles floating around its
territory, accompanied by a snapping and popping as its form
roils with smaller bubbles like spittle of a rabid animal.
This rubbery green slime feeds on flesh, but has a rather
innovative way of catching a meal. It produces a gas that has
a volatile reaction to air, which it blows into bubbles that it
subtly controls. When a bubble is hit, it explodes with violent
force. The bubbles are lighter than air and float throughout
the slime's territory, creating a veritable minefield for unwary
adventurers to stumble upon. When a bubble explodes, the
slime senses the vibrations and goes to clean up its new meal.
The explosive gas can be filtered out through the slime's
form, allowing its bubbles to harmlessly deflate over an
extended period of time. The slime can use this to its
advantage and inflate itself if it needs to make a getaway or
repel many attackers at once.
Sometimes wizards or cruel dungeon keepers will lure a
blastfield slime into their lair to ward off intruders, if they
don't mind the occasional damage to their infrastructure.

Blastfield Slime including the explosions from its bubbles.


Medium ooze, unaligned Volatile Bubbles. The slime constantly emits floating bubbles
that explode when burst.
Armor Class 7 At the start of each of its turns, the slime creates a new
Hit Points 115 (14d8 + 42) bubble originating from itself. A bubble deflates harmlessly
Speed 30 ft. (fly 30 ft. while inflated) after 1 minute. Each bubble has an AC of 14, 1 hit point, and
shares the slime’s damage immunities.
The slime can use a bonus action during each of its turns
STR DEX CON INT WIS CHA to move up to three of its bubbles within 60 feet of it up to
10 feet in any direction.
16 (+3) 4 (-3) 16 (+3) 1 (-5) 12 (+1) 1 (-5) If a bubble moves into a creature’s space, it explodes. A
bubble also explodes if reduced to 0 hit points. Each creature
Damage Immunities acid, bludgeoning, fire, psychic, within 5 feet of a bubble when it explodes must make a DC
16 Dexterity saving throw. Each creature takes 7 (2d6)
thunder
thunder and 7 (2d6) acid damage on a failed save, or half as
Condition Immunities blinded, deafened, exhaustion, much damage on a success.
frightened, prone
Senses tremorsense 60 ft. (blind beyond this radius), Actions
passive Perception 11
Languages - Inflate. The slime uses its action to fill itself with gas, enabling
Challenge 7 (2,900 XP) it to float. The slime gains a Fly speed of 30 feet as long as it
is inflated. While inflated, the slime can use its action to
deflate itself and float harmlessly to the ground. If the slime
Amorphous. The slime can move through a space as narrow is dealt slashing or piercing damage while inflated, it
as 1 inch wide without squeezing. explodes. Each creature in a 10-foot radius around the slime
Corrosive Form. A creature that touches the slime or hits it must make a DC 16 Dexterity saving throw, taking 10 (3d6)
with a melee attack while within 5 feet of it takes 4 (1d8) thunder and 10 (3d6) acid damage on a failed save or half as
acid damage. much damage on a success. The explosion does not harm
the slime, but it does deflate it.
Ricochet. When the slime is hit with an attack that deals
bludgeoning damage while flying, it is pushed 15 feet away Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one
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from the source of the damage. target. Hit 6 (1d6+3) bludgeoning damage and 10 (3d6) acid
damage.
Sense Vibrations. The slime can sense vibrations in the air
using its tremorsense. It senses sounds within this radius,

OOZE MONSTERS
30 /
Blood Pudding
Large ooze, unaligned

Armor Class 8
Hit Points 110 (13d10 + 39)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA


18 (+4) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 1 (-5)

Damage Vulnerabilities radiant


Damage Resistances acid
Damage Immunities necrotic, slashing (see
Reactions)
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)

Amorphous. The pudding can move through a space as


narrow as 1 inch without squeezing.
Blood Drain. At the start of each of the pudding's turns,
each creature grappled by the pudding must make a DC
15 Constitution saving throw. Creatures that fail this save
take 18 (4d8) necrotic damage, and their Constitution
score is reduced by 1d4. A creature dies if this reduces
its Constitution score to 0. Otherwise, the reduction
lasts until the creature finishes a long rest.
Each creature that succeeds at their saving throw takes
half this damage and does not have their Constitution
score reduced.
False Appearance. While motionless, the pudding is
indistinguishable from a pool of blood.
Necrotic Form. If a creature that has less than half its hit
point maximum touches the pudding or hits it with a
melee attack while within 5 feet of it, the creature takes
9 (2d8) necrotic damage.
Spider Climb. The pudding can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Blood Pudding
Sunlight Hypersensitivity. The pudding takes 20 force This sticky pudding gets its deep red color from its diet:
damage when it starts its turn in direct sunlight. The blood. Its acid seeps into the skin of creatures and causes
pudding has disadvantage on attack rolls and ability hemorrhages through which it can draw blood into itself. The
checks while in direct sunlight. pudding's form seems exceptionally sticky, but some of this is
due to a chemical bond it forms with its victims.
Actions A blood pudding lies in wait to ambush its prey. Often, it
Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., seems like a pool of blood hiding among corpses or bones of
one creature. Hit 15 (2d10 + 4) bludgeoning damage its last victims. If hiding in plain sight isn't an option, the
and 9 (2d8) necrotic damage, and the target becomes pudding will cling to walls and ceilings or seep into cracks to
grappled (escape DC 15).
get the jump on prey.
Wizards that have studied blood puddings believe them to
Reactions be formed from either foul necromancy or from bacteria
Split. When a pudding that is Medium or larger is feeding on the corpse of a vampire. Whether the latter tale is
subjected to necrotic or slashing damage, it splits into true, vampires and necromancers keep blood puddings
two new puddings if it has at least 10 hit points. Each around their lairs. Some say it's to keep a steady supply of
new pudding has hit points equal to half the original
pudding's, rounded down. New puddings are one size
clean bones for skeletal minions, but others believe it's just
smaller than the original pudding. for the aesthetic.

OOZE MONSTERS
/ 31
Bone Ooze
A bone ooze spawns from mass graveyards caused by
especially violent or evil acts. The rot pools in the grave and
causes an ooze to grow. At the same time, a dark rift starts to
form a connection to the plane of negative energy. Normally,
this would cause the corpses that died of evil to rise again as
undead. Instead, it animates and empowers the ooze.
The bones of the bodies liquify and combine with the ooze,
giving the ooze its off-white color. The ooze rises from the
mass grave and slithers forth in the mindless pursuit of
creatures to devour.
Once mature, the bone ooze is about 20 feet tall and wide,
although it has no limit to its size. The more it devours, the
more it grows. Legend tells of a bone ooze that once grew to
a size that required celestials to intervene.
This process can happen spontaneously or be initiated by
powerful necromancers that know the secrets of its creation,
secrets which are kept buried by divine beings that wish the
creature would fade into myth. Those that can create a bone
ooze often make the attempt, violently slaying hundreds of
innocents in the process.
Necromancers find bone oozes particularly difficult to
control. The oozes' innate hatred for all things simply
cannot be sated, and this includes anyone that would
presume to be their master.

Bone Ooze Actions


Gargantuan ooze, unaligned Multiattack. The ooze makes two pseudopod attacks.
Armor Class 6 Pseudopod. Melee Weapon Attack: +15 to hit, Reach 5 ft.,
Hit Points 370 (20d20 + 160) one target. Hit: 25 (4d8+7) bludgeoning plus 13 (3d8)
Speed 40 ft. necrotic damage.
Engulf. The ooze moves up to its speed. While doing so, it
can enter Huge or smaller creatures' spaces. Whenever the
STR DEX CON INT WIS CHA ooze enters a creature's space, the creature must make a DC
25 (+7) 2 (-4) 26 (+8) 1 (-5) 6 (-2) 1 (-5) 19 Strength 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
Damage Vulnerabilities bludgeoning chooses not to be pushed suffers the consequences of a
Damage Resistances cold; piercing, and slashing failed saving throw.
Damage Immunities acid, fire, lightning On a failed save, the ooze enters the creature's space, and
Condition Immunities blinded, charmed, deafened, the creature is engulfed and takes 45 (10d8) bludgeoning
exhaustion, frightened, prone damage. The engulfed creature can't breathe, is blinded and
Senses blindsight 60 ft. (blind beyond this radius), restrained, and has total cover against all effects originating
passive Perception 8 from outside the ooze. The creature takes 36 (8d8) necrotic
Languages - damage at the start of each of the ooze’s turns. When the
Challenge 20 (25,000 XP) ooze moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 19 Strength check. On a success, the creature
Amorphous. The ooze can move through a space as narrow as escapes and enters a space of its choice within 5 feet of the
5 feet wide without squeezing. ooze. The ooze can only have a number of creatures engulfed
Wounding. Creatures dealt necrotic damage by the ooze must that will fit inside its space.
make a DC 19 Constitution saving throw or receive a
bleeding wound. Each creature with a wound takes 5 necrotic Reactions
damage for each wound it has at the start of each of their Bone Spurt. When a creature hits the bone ooze with an
turns, and has their maximum hit points reduced by the same attack within 60 feet, the ooze can use its reaction to launch
amount. The effects of one wound can be removed with a a volley of undigested bones at the attacker. The target must
successful DC 15 Wisdom (Medicine) check or each time a make a DC 15 Dexterity saving throw, taking 25 (4d8)
wounded creature regains hit points from a spell. piercing damage on a failed save or half as much damage on
Bone Drain. The ooze regains hit points equal to half of the a success.
necrotic damage it deals to creatures with its Pseudopod or
Engulf actions.

OOZE MONSTERS
32 /
Brine Slime
The brine slime looks like a huge clump of salty sea foam that
is stranded on the waves. Seaweed and garbage trapped in its
form only adds to this illusion. While it drifts aimlessly across
the ocean, it waits for unsuspecting creatures to pass by.
When a living creature swims near it or sails by, the slime
springs into action slapping with its slimy pseudopods. It
moves to engulf creatures that can't swim as fast as itself, and
it is extremely fast in the water.
On land, a brine slime is almost completely useless. It just
wiggles about like a stranded jellyfish as it tries to return to
the water.
Brine slimes are made of corrosive acid suspended in salt
water under the control of a reddish central nucleus. The
nucleus is a weak point for the slime, but it is more difficult to
hit and cannot be easily pulled from its form. The slime is
also highly conductive and weak to electricity, but lightning
damage dealt to the slime is also dealt to any creatures it has
trapped inside it.
Brine slimes are created from flotsam and jetsam that
coalesce and rot. As bacteria gathers, it expands into a large
form with a central brain to control its movements.

Brine Slime slime’s vulnerability). Whenever the slime takes lightning


damage, creatures engulfed by the slime gain advantage on
Huge ooze, unaligned
saving throws and ability checks to free themselves.
Armor Class 12 Nucleus. The slime has an orb-like mass near its center which
Hit Points 219 (23d12 + 69) commands its body. Noticing this nucleus and recognizing it
Speed 5 ft., swim 40 ft. as a weakness requires a DC 17 Intelligence (Perception)
check. A creature engulfed by the slime can make melee
attacks against the nucleus, while creatures outside of the
STR DEX CON INT WIS CHA slime can use ranged attacks to target it. The nucleus has an
AC of 17. The nucleus is immune to acid, poison, and
17 (+3) 14 (+2) 17 (+3) 1 (-5) 6 (-2) 1 (-5) psychic damage but is vulnerable to all other types of
damage. The slime takes all damage its nucleus takes.
Damage Vulnerabilities lightning
Damage Resistances fire Actions
Damage Immunities acid, poison, psychic; bludgeoning, Multiattack. The slime makes two melee attacks.
piercing and slashing from nonmagical weapon
attacks Pseudopod. Melee Weapon Attack: +7 to hit, 10 ft. reach, one
Condition Immunities blinded, charmed, deafened, target. Hit: 13 (3d6+3) bludgeoning damage and 18 (4d8)
acid damage.
exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius), Engulf. The slime moves up to its speed. While doing so, it
passive Perception 8 can enter Huge or smaller creatures' spaces. Whenever the
Languages - slime enters a creature's space, the creature must make a DC
Challenge 11 (7,200 XP) 17 Dexterity saving throw.
On a successful save, the creature can choose to be
pushed 5 feet back or to the side of the slime. A creature that
Amorphous. The slime can move through a space as narrow chooses not to be pushed suffers the consequences of a
as 1 inch wide without squeezing. failed saving throw.
Corrosive Form. Creatures that touch the slime or hit it with a On a failed save, the slime enters the creature's space, and
melee attack while within 5 feet of it take 9 (2d8) acid the creature takes 27 (6d8) acid damage and is engulfed. The
damage. engulfed creature can't breathe, is restrained, and takes 45
.trA sggirB eillA yb egamI

(10d8) acid damage at the start of each of the slime’s turns.


False Appearance. While not moving, the slime is When the slime moves, the engulfed creature moves with it.
indistinguishable from a collection of natural seafoam. An engulfed creature can try to escape by taking an action
Lightning Weakness. The slime is an excellent conductor. to make a DC 17 Strength check. On a success, the creature
Lightning damage dealt to the slime is also dealt to any escapes and enters a space of its choice within 5 feet of the
creatures it has engulfed (after being doubled from the slime.

OOZE MONSTERS
/ 33
Crystal Ooze
Crystal Ooze The crystal ooze spawns from a combination of magic,
Large ooze, unaligned
bacteria, and pressure underground in a pocket of natural
Armor Class 16 salt. As this wound in the earth festers, it coalesces into an
Hit Points 60 (8d10 + 16) oozing creature crackling and tinkling with ever-shifting
Speed 20 ft. climb 10 ft. shards of crystal. Its form is a hulking 12-foot semisolid
irregular blob comprised of crystalline salt suspended in a
gelatinous ooze. The slime holding it together is teal, while its
STR DEX CON INT WIS CHA crystals range from transparent to opaque white. Its crystals
17 (+3) 6 (-2) 15 (+2) 1 (-5) 6 (-2) 1 (-5) vary in size, and sometimes break apart and reform as it
moves.
Damage Resistances piercing and slashing from The earth pocket it was born in eventually collapses and
nonmagical weapon attacks the ooze starts to dig its way out of the ground in search of
Damage Immunities acid, poison, psychic, radiant; food. Once it reaches the surface, or more likely a cave or
bludgeoning and thunder (see reactions) dungeon, it roams about aimlessly until it senses its preferred
Condition Immunities blinded, charmed, deafened, food: salt. Crystal oozes feed on salt and can scrape caves
exhaustion, frightened, prone clean looking for it as their crystals scratch at the walls,
Senses blindsight 60 ft. (blind beyond this radius), floors, and ceilings, using their crystals to precisely and
passive Perception 8 tightly grip to even sheer surfaces.
Languages - The ooze quickly discovers that living creatures contain
Challenge 6 (2,300 XP) salt as well. It attacks once it senses movement, ejecting
shards of crystal from its body towards its prey. Once it gets
Amorphous. The ooze can move through a space as close enough, it engulfs its meal, piercing it with its
narrow as 1 inch wide without squeezing. crystalline form like a living iron maiden. Then its slime
Spider Climb. The ooze can climb difficult surfaces, drains the salt from the creature and adds it to its own form,
including upside down on ceilings, without needing to along with other minor nutrients.
make an ability check.

Actions
Multiattack. The ooze makes up to three crystal shard
attacks.
Crystal Shard. Ranged Weapon Attack: +6 to hit, 30/60 ft.
range, one target. Hit: 12 (2d8+3) piercing damage.
Engulf. The ooze moves up to its speed. While doing so,
it can enter the space of a creature that is of its size
category or smaller. Whenever the ooze enters a
creature's space, the creature must make a DC 15
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 18 (4d8) piercing damage and is
engulfed. The engulfed creature can't breathe, is
restrained, and takes 27 (6d8) piercing damage at the
start of each of the ooze’s turns. When the ooze moves,
the engulfed creature moves with it.
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.

Reactions
Split. When a ooze that is Medium or larger is subjected
to bludgeoning or thunder 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.

OOZE MONSTERS
34 /
Dire Oozes
Dire Black Pudding A dire ooze has grown larger than other oozes of their kind.
Gargantuan ooze, unaligned They are usually very old, having fed on countless creatures.
Some dungeon keepers will intentionally feed oozes until
Armor Class 10 (natural armor) they become bloated and fat to better guard their treasures
Hit Points 300 (24d20 + 48) from intruders.
Speed 30 ft., climb 30 ft. Sometimes, a dire ooze is deadlier than a dungeon keeper
imagines. In their folly, the ooze overwhelms and consumes
STR DEX CON INT WIS CHA them, turning the dungeon into decrepit ruins to serve as its
hunting grounds.
20 (+5) 4 (-3) 16 (+3) 2 (-4) 10 (+0) 1 (-5) More often, dire oozes can be found between the planes of
earth and water, in the paraelemental plane of ooze. Demon
Saves Con +7 lords of ooze are also certain to keep such oozes in their
Damage Immunities acid, cold, lightning, slashing realms, slithering about their lairs and devouring all
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
sustenance they come across.
Senses blindsense 60 ft. (blind beyond this radius),
passive Perception 10
Languages -
Challenge 12 (8,400 XP) Dire Ochre Jelly
Huge ooze, unaligned
Amorphous. The pudding can move through a space as
narrow as 1 inch wide without squeezing. Armor Class 8
Corrosive Form. The pudding can eat through 2-inch- Hit Points 136 (13d12 + 52)
thick, nonmagical wood or metal in 1 round. Speed 20 ft., climb 20 ft.
Corrode Flesh. A creature that hits the pudding with a
melee attack while within 5 feet of it takes 4 (1d8) acid
damage. STR DEX CON INT WIS CHA
Corrode Weapons. Any nonmagical weapon made of 18 (+4) 6 (-2) 18 (+4) 2 (-4) 10 (+0) 1 (-5)
metal or wood that hits the pudding corrodes. After
dealing damage, the weapon takes a permanent
cumulative -1 penalty to damage rolls. If its penalty drops Damage Resistances acid
to -5, the weapon is destroyed. Nonmagical ammunition Damage Immunities lightning, slashing
made of metal br wood that hits the pudding is Condition Immunities blinded, charmed, deafened,
destroyed after dealing damage. exhaustion, frightened, prone
Corrode Armor. Nonmagical wood or metal armor Senses blindsense 60 ft. (blind beyond this radius),
worn by creatures engulfed or hit by the pudding is partly passive Perception 10
dissolved and takes a permanent and cumulative -1 Languages -
penalty to the AC it offers. The armor is destroyed if the Challenge 6 (2,300 XP)
penalty reduces its AC to 10.
Engulfing Form. A Huge larger pudding can move into Amorphous. The jelly can move through a space as
another creature's space and end its turn there. Creatures narrow as 1 inch wide without squeezing.
treat its space as difficult terrain. Creatures that start
their turn inside the pudding's space or enter it for the Engulfing Form. A Huge jelly can move into another
first time during a turn must make a DC 17 Dexterity creature's space and end its turn there. Creatures treat
saving throw or take 27 (6d8) acid damage, and their the jelly's space as difficult terrain. Creatures that start
armor is affected by its Corrosive Form. their turn inside the jelly's space must make a DC 15
Dexterity saving throw, taking 17 (5d6) acid damage on a
Shrinking Form. The pudding's size decreases as it
failed save or half as much on a success.
weakens. When it reaches 150 hit points, its size
becomes Huge. At 75 hit points, it becomes Large and it Spider Climb. The ooze can climb difficult surfaces,
cannot use its Engulfing Form or Spawn traits. including upside down on ceilings, without needing to
make an ability check.
Spawn. If the pudding is Huge or larger, it can use a
bonus action during each of its turns to lose 85 hit
points and create a black pudding in an empty space Actions
within 5 feet of it. Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Spider Climb. The ooze can climb difficult surfaces, one target. Hit 17 (4d6 + 3) bludgeoning damage and 10
including upside down on ceilings, without needing to (3d6) acid damage.
make an ability check.
Reactions
Actions Split. When a jelly that is Medium or larger is subjected to
Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft., lightning or slashing damage, it splits into two new jellies
one target. Hit 20 (4d6 + 6) bludgeoning damage plus if it has at least 10 hit points. Each new jelly has hit
27 (6d8) acid damage. The target's armor is affected by points equal to half the original jelly's, rounded down.
its Corrosive Form. New jellies are one size smaller than the original jelly.

OOZE MONSTERS
/ 35
Dire Gelatinous Cube Dire Gray Ooze
Gargantuan ooze, unaligned Large ooze, unaligned

Armor Class 5 Armor Class 8


Hit Points 370 (20d20 + 160) Hit Points 110 (13d10 + 39)
Speed 20 ft. Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 1 (-5) 24 (+8) 1 (-5) 8 (-1) 1 (-5) 16 (+3) 6 (-2) 16 (+3) 14 (+2) 8 (-1) 2 (-4)

Condition Immunities blinded, charmed, deafened, Skills Stealth +3


exhaustion, frightened, prone Damage Resistances acid, cold, fire
Senses blindsense 60 ft. (blind beyond this radius), Condition Immunities blinded, charmed, deafened,
passive Perception 9 exhaustion, frightened, prone
Languages - Senses blindsense 60 ft. (blind beyond this radius),
Challenge 10 (5,900 XP) passive Perception 9
Languages -
Ooze Cube. The cube takes up its entire 20-foot cube of Challenge 4 (1,800 XP)
space. Other creatures can enter the space, but a
creature that does so is subjected to the cube's Engulf Amorphous. The ooze can move through a space as
and has disadvantage on the saving throw. narrow as 1 inch wide without squeezing.
Creatures inside the cube can be seen but have total
cover. Corrode Metal. Any nonmagical weapon made of metal
A creature within 5 feet of the cube can take an action that hits the ooze corrodes. After dealing damage, the
to pull a creature or object out of the cube. Doing so weapon takes a permanent and cumulative -1 penalty to
requires a successful DC 17 Strength check, and the damage rolls. If its penalty drops to -5, the weapon is
creature making the attempt takes 31 (9d6) acid destroyed. Nonmagical ammunition made of metal that
damage. hits the ooze is destroyed after dealing damage.
The cube can hold only one Huge creature, up to four The ooze can eat through 2-inch-thick, nonmagical
Large creatures, or up to sixteen Medium or smaller metal in 1 round.
creatures inside it at a time. False Appearance. While the ooze remains motionless, it
Transparent. Even when the cube is in plain sight, it takes is indistinguishable from an oily pool or wet rock.
a successful DC 15 Wisdom (Perception) check to spot a Innate Spellcasting (Psionics). The ooze's innate
cube that has neither moved nor attacked. A creature spellcasting ability is Intelligence (spell save DC 13). It
that tries to enter the cube's space while unaware of the can innately cast the following spells, requiring no
cube is surprised by the cube. components:
At will: detect thoughts, dissonant whispers
Actions 1/day each: dimension door (self only), hypnotic pattern
Multiattack. The cube makes two pseudopod attacks.
Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Actions
one target. Hit 21 (6d6) acid damage. Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit 10 (2d6 + 3) bludgeoning damage and 14
Engulf. The cube moves up to its speed. While doing so, (4d6) acid damage. In addition, nonmagical armor worn
it can enter Huge or smaller creatures' spaces. Whenever by the target is partly dissolved and takes a permanent
the cube enters a creature's space, the creature must and cumulative -1 penalty to the AC it offers. The armor
make a DC 17 Dexterity saving throw. is destroyed if the penalty reduces its AC to 10.
On a successful save, the creature can choose to be
pushed 5 feet back or to the side of the cube. A creature Psychic Crush (Recharge 5-6). The ooze targets one
that chooses not to be pushed suffers the consequences creature that it can sense within 60 feet of it. The target
of a failed saving throw. must make a DC 13 Intelligence saving throw, taking 24
On a failed save, the cube enters the creature's space, (7d6) psychic damage on a failed save, or half as much
and the creature takes 31 (9d6) acid damage and is damage on a successful one. If the creature failed the
engulfed. The engulfed creature can't breathe, is saving throw by 5 or more, the creature is stunned for 1
restrained, and takes 42 (12d6) acid damage at the start minute. The creature can repeat this saving throw at the
of each of the cube's turns. When the cube moves, the end of each of its turns, ending the effect on a success.
engulfed creature moves with it.
An engulfed creature can try to escape by taking an
action to make a DC 17 Strength check. On a success,
the creature escapes and enters a space of its choice
within 5 feet of the cube.

OOZE MONSTERS
36 /
on which lesser oozes thrive. The ooze dragon doesn't seem
Dragons (Ooze) to directly communicate with oozes, but they seem to echo
Sometimes an ooze devours the corpse of a recently-slain the dragon's will. They will attack anyone the dragon dislikes
dragon. When it does, it absorbs some of that dragon's innate and let the dragon's servants pass undisturbed.
draconic magic and power and transforms into an ooze An ooze dragon can also impart some of its slime on
dragon. Such an ooze possesses the spirit of the dragon it humanoid corpses, creating various types of shamblers (new
consumed, and often sports the color of that dragon's scales monsters detailed in this guide). The inhuman oozes patrol
in its slime. its lair, feeding on stray scraps and attacking any intruders.
Body of Slime. Ooze dragons are completely made of
slime. The creatures' bodies are coated in an armored crust An Ooze Dragon's Lair
of corroded matter that cracks when it moves, and reveals its Ooze dragons dwell exclusively away from sunlight. They are
neon slime beneath it. Sometimes, skeletal remnants can still most often found underground in caves, sometimes of their
be seen suspended in its form, along with the bones of its own creation, or other times the remnants of the original
recent victims. dragon's lair whom they devoured. Ooze dragons will take
Most ooze dragons have two heads that each can spew a over abandoned (or soon to be abandoned) dungeons,
stream of caustic slime. In place of wings, older ooze dragons brooding in the largest of its chambers.
instead have two long tentacles used for grappling. At rest,
they often look like the greater limbs of a true dragon's wings, Lair Actions
but quickly betray themselves once moving. On initiative count 20 (losing initiative ties), the dragon takes
The ooze dragon is most well-known for its tendency to a lair action to cause one of the following magical effects. The
divide into two new dragons when threatened in battle, both same effect cannot be chosen twice in a row:
as a form of reproduction and self-defense. Each new ooze
has one of the original's heads, but each will grow a new one A cloud of noxious gas fills a 20-foot radius sphere
once ready to split again in about a month. centered on a point the dragon chooses within 120 feet of
Pale Reflections. An ooze dragon is intelligent, but does it. The cloud spreads around corners and remains until
not possess the genius level intellect of most living dragons. the dragon dismisses it as an action, uses this lair action
Often, their personality reflects the dragon that it devoured again, or dies. The cloud is heavily obscured and
upon its creation. If the original dragon was vain, hedonistic, creatures starting their turn inside it or moving into it for
tyrannical, or greedy, the resulting ooze dragon may be as the first time must make a DC 15 Constitution saving
well. throw or become poisoned until they start a turn outside
These traits are often noticeable shadows of a once-greater of the cloud.
personality. The ooze dragon will act without knowing exactly The dragon causes a 15-foot square, 10-foot deep pool of
why it does, or repeat itself to reinforce a mask of emotion. acid to open up within their lair. Creatures in the space
Those that have met with ooze dragons sometimes recall where the pool appeared must make a DC 15 Dexterity
their behavior like that of an undead that still remembers saving throw or fall in, taking 13 (3d8) acid damage.
whispers of its past life. Creatures that fall into the pit for the first time or end
Hoarders of Nothing. Ooze dragons often retain a their turn there take this damage as well. This pool
semblance of the desire for wealth from their past lives, but it remains indefinitely.
is replaced with a gaping emptiness that they cannot fill. An 5 (2d4) green shamblers (new monsters detailed in this
ooze dragon will hoard various things of little value, often guide) crawl forth from the walls, ceiling, or floors at
objects immune to its acid. This leads to massive piles of points the dragon can see within 120 feet of it.
bleached-white bones in their lair, or piles of similarly-shaped
rocks, or pools of various slimes and oozes. Occasionally, an Regional Effects
ooze dragon does take a liking to precious gemstones or gold The region containing the lair of an ooze dragon is befouled
coins, but it almost never comprehends the real value of by the creature's presence, creating the following magical
these things to civilized beings. effects:
Bottomless Hunger. All ooze dragons share an All water spoils within a 1-mile radius of the dragon's lair.
inescapable hunger that they are always seeking to fill with Enemies of the dragon that drink such water regurgitate it
more prey. within minutes.
Older, larger ooze dragons that have grown fat on their The air within 5 miles of the dragon's lair is filled with the
constant consumption will take command of lesser creatures stench of mold and decay.
and bid them to search far beyond the scope of their lair for Creatures that die within 5 miles of the dragon's lair
more food. Creatures that fear or respect the dragon's power become gelatinous, leading to a 50% chance that a raise
will easily fall under its noxious sway. dead or resurrection spell will fail to return life to the
Slime Cults. Religious sects that worship dark, ooze- creature. After 1d4 days, the corpse transforms into an
related deities often mistake ooze dragons for an avatar of ooze of CR 2 or less and cannot be brought back to life
their god, and will quickly rise up around the creatures to with anything short of a wish spell.
serve them. These cults will infiltrate towns and kidnap an
ever-increasing number of mortal sacrifices for their hungry When the dragon is destroyed, all of these regional effects
lord. fade after 1 hour.
Mindless oozes also tend to sprout up inside an ooze
dragon's domain, as their lair is strewn with corpses and filth

OOZE MONSTERS
/ 37
Ancient Ooze Dragon
Gargantuan dragon, chaotic-neutral

Armor Class 18 (natural armor)


Hit Points 481 (26d20 + 208)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


29 (+9) 10 (+0) 27 (+8) 14 (+2) 17 (+3) 18 (+4)

Saves Con +15, Wis +10, Cha +11


Skills Intimidation +11, Perception +17
Damage Vulnerabilities radiant
Damage Immunities acid, poison
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 27
Languages telepathy 120 ft., understands Terran
and Draconic but does not speak
Challenge 23 (50,000 XP)

Amorphous. The dragon can move through a space as


narrow as 5 feet wide without squeezing.
Corrosive Form. A creature that touches the dragon or
hits it with a melee attack while within 5 feet of it takes 9
(2d8) acid damage.
Horrid Stench. Each creature that starts its turn within 60
feet of the dragon must succeed on a DC 19
Constitution saving throw or become poisoned for 1
minute. A creature can repeat the saving throw at the end
Tentacle. One target within 30 feet of the dragon must
of each of its turns, ending the effect on itself on a
succeed on a DC 23 Dexterity saving throw or take 18
success. If a creature's saving throw is successful or the
(4d8) acid damage and become grappled by the dragon
effect ends for it, the creature is immune to the dragon's
(escape DC 18). While grappled in this way, a Large or
Horrid Stench for the next 24 hours.
smaller target moves with the dragon and takes 18 (4d8)
Legendary Resistance (3/Day). If the dragon fails a saving acid damage at the start of each of the dragon's turns.
throw, it can choose to succeed instead. The dragon has two tentacles, each of which can grapple
one creature.
Spider Climb. The dragon can climb difficult surfaces,
including upside down on ceilings, without needing to Breath Weapon (Recharge 5-6). Each of the dragon's heads
make an ability check. sprays acidic slime in a 5-foot wide, 40-foot long line.
Split. When the dragon starts its turn with less than half Each creature in the slime's area must make a DC 23
its maximum hit points (240) it divides into two separate Dexterity saving throw, taking 54 (12d8) acid damage on
creatures. Each dragon has half the dragon's current hit a failed save and getting covered in slime. Creatures
points. The dragons' statistics don't change except each covered in slime take 18 (4d8) acid damage at the start
is a Huge creature, each has 2 legendary actions, each of each of their turns until the slime is scraped or washed
loses its Legendary Resistance trait, and each has only away using an action.
one head and one tentacle. Creatures that succeed at the initial save take half the
initial damage and are not covered in slime.
Actions The slime lands on the ground, creating difficult
terrain until it is cleared. Creatures that fall prone in an
Multiattack. The dragon makes one bite attack with each area coated in slime take 18 (4d8) acid damage.
of its two heads and one claws attack.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one Legendary Actions
target. Hit 18 (2d8 + 9) piercing damage plus 9 (2d8) The dragon can take 3 legendary actions, choosing from
acid damage. the options below. Only one legendary action option can
.trA sggirB eillA yb egamI

Claws. Melee Weapon Attack: +16 to hit, reach 10 ft., one be used at a time and only at the end of another
target. Hit 16 (2d6 + 9) slashing damage. creature's turn. The dragon regains spent legendary
actions at the start of its turn.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
target. Hit 18 (2d8 + 9) bludgeoning damage plus 9 Detect. The dragon makes a Wisdom (Perception) check.
(2d8) acid damage. The target must make a DC 23 Tail Attack. The dragon makes a tail attack.
Strength saving throw or be knocked prone. Tentacle Strike. The dragon uses its tentacle action.

OOZE MONSTERS
38 /
Adult Ooze Dragon Large creature, each has 2 legendary actions, each loses its
Legendary Resistance trait, and each has only one head and
Huge dragon, chaotic-neutral
one tentacle.
Armor Class 16 (natural armor)
Hit Points 225 (18d12 + 108) Actions
Speed 40 ft., climb 40 ft. Multiattack. The dragon makes one bite attack with each of its
two heads and one claws attack.

STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one
target. Hit 16 (2d8 + 7) piercing damage plus 4 (1d8) acid
25 (+7) 10 (+0) 23 (+6) 12 (+1) 15 (+2) 17 (+3) damage.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Saves Con +11, Wis +7, Cha +8 target. Hit 14 (2d6 + 7) slashing damage.
Skills Intimidation +8, Perception +12 Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
Damage Vulnerabilities radiant target. Hit 16 (2d8 + 7) bludgeoning damage plus 4 (1d8)
Damage Immunities acid, poison acid damage. The target must make a DC 23 Strength saving
Condition Immunities blinded, charmed, deafened, throw or be knocked prone.
exhaustion, frightened, prone
Tentacle. One target within 20 feet of the dragon must
Senses blindsight 60 ft., darkvision 120 ft., passive succeed on a DC 19 Dexterity saving throw or take 13 (3d8)
Perception 22 acid damage and become grappled by the dragon (escape DC
Languages telepathy 120 ft., understands Terran and 16). While grappled in this way, a Large or smaller target
Draconic but does not speak moves with the dragon and takes 13 (3d8) acid damage at
Challenge 17 (18,000 XP) the start of each of the dragon's turns. The dragon has two
tentacles, each of which can grapple one creature.
Amorphous. The dragon can move through a space as narrow Breath Weapon (Recharge 5-6). Each of the dragon's heads
as 5 feet wide without squeezing. sprays acidic slime in a 5-foot wide, 30-foot long line. Each
creature in the slime's area must make a DC 19 Dexterity
Corrosive Form. A creature that touches the dragon or hits it
saving throw, taking 40 (9d8) acid damage on a failed save
with a melee attack while within 5 feet of it takes 4 (1d8)
and getting covered in slime. Creatures covered in slime take
acid damage.
13 (3d8) acid damage at the start of each of their turns until
Horrid Stench. Each creature that starts its turn within 60 feet the slime is scraped or washed away using an action.
of the dragon must succeed on a DC 19 Constitution saving Creatures that succeed at the initial save take half the
throw or become poisoned for 1 minute. A creature can initial damage and are not covered in slime.
repeat the saving throw at the end of each of its turns, The slime lands on the ground, creating difficult terrain
ending the effect on itself on a success. If a creature's saving until it is cleared. Creatures that fall prone in an area coated
throw is successful or the effect ends for it, the creature is in slime take 13 (3d8) acid damage.
immune to the dragon's Horrid Stench for the next 24 hours.
Legendary Resistance (3/Day). If the dragon fails a saving Legendary Actions
throw, it can choose to succeed instead. The dragon can take 3 legendary actions, choosing from the
Spider Climb. The dragon can climb difficult surfaces, options below. Only one legendary action option can be used
including upside down on ceilings, without needing to make at a time and only at the end of another creature's turn. The
an ability check. dragon regains spent legendary actions at the start of its turn.
Split. When the dragon starts its turn with less than half its Detect. The dragon makes a Wisdom (Perception) check.
maximum hit points (112) it divides into two separate Tail Attack. The dragon makes a tail attack.
creatures. Each dragon has half the dragon's current hit Tentacle Strike. The dragon uses its tentacle action.
points. The dragons' statistics don't change except each is a

Ooze Dragon Spellcasters Young Ooze Dragon. (spell save DC 14, +6 to hit with spell
attacks, 2nd level spells) Choose any 2 from the following or
Like true dragons, some ooze dragons can innately cast from any lesser ooze dragon: acid arrow, alter self, misty step,
spells. Such spells are often related to ooze and deal acid web
damage. The dragons cast their spells at their highest spell
level. Here are sample spell lists for ooze dragons Spells Ooze Dragon Wyrmling. (spell save DC 11, +3 to hit with
marked with an * are new spells detailed in this guide. spell attacks, 1st level spells) Choose 1: grease, sickening
slime*, strands of pudding*
Ancient Ooze Dragon. (spell save DC 19, +11 to hit with
spell attacks, 7th level spells) Choose any 4 from the Dragons can also choose from the following spells based on
following or from any lesser ooze dragon: etherealness, what dragon they devoured upon their creation, which deal
melting doom*, move earth, rain of slime*, wall of ooze* acid damage instead of cold, fire, or lightning damage.
Adult Ooze Dragon. (spell save DC 16, +8 to hit with spell Brass, Gold, or Red: fire shield, flaming sphere, fireball,
attacks, 5th level spells) Choose any 3 from the following or scorching ray
from any lesser ooze dragon: black tentacles, cloudkill, Blue or Bronze: chain lightning, lightning bolt, storm
confusion, slime burst*, slow, stinking cloud, wave of ooze* sphere
Silver or White: cone of cold, fire shield, ice storm
OOZE MONSTERS
/ 39
Young Ooze Dragon
Large dragon, chaotic-neutral
Ooze Dragon Wyrmling
Armor Class 15 (natural armor) Medium dragon, chaotic-neutral
Hit Points 152 (16d10 + 64)
Speed 40 ft., climb 40 ft. Armor Class 14 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 10 (+0) 13 (+1) 15 (+2) STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 8 (-1) 11 (+0) 13 (+1)
Saves Con +8, Wis +5, Cha +6
Skills Intimidation +6, Perception +9
Damage Vulnerabilities radiant Saves Con +4, Wis +2, Cha +3
Damage Immunities acid, poison Skills Intimidation +3, Perception +4
Condition Immunities blinded, charmed, deafened, Damage Vulnerabilities radiant
exhaustion, frightened, prone Damage Immunities acid, poison
Senses blindsight 30 ft., darkvision 60 ft., passive Condition Immunities blinded, charmed, deafened,
Perception 19 exhaustion, frightened, prone
Languages understands Terran and Draconic but Senses blindsight 30 ft., darkvision 60 ft., passive
does not speak Perception 14
Challenge 8 (3,900 XP) Languages understands Terran and Draconic but
does not speak
Amorphous. The dragon can move through a space as Challenge 3 (700 XP)
narrow as 1 inch wide without squeezing.
Amorphous. The dragon can move through a space as
Corrosive Form. A creature that touches the dragon or narrow as 1 inch wide without squeezing.
hits it with a melee attack while within 5 feet of it takes 4
(1d8) acid damage. Corrosive Form. A creature that touches the dragon or
hits it with a melee attack while within 5 feet of it takes 4
Spider Climb. The dragon can climb difficult surfaces, (1d8) acid damage.
including upside down on ceilings, without needing to
make an ability check. Spider Climb. The dragon can climb difficult surfaces,
including upside down on ceilings, without needing to
Split. When the dragon starts its turn with less than half make an ability check.
its maximum hit points (76) it divides into two separate
creatures. Each dragon has half the dragon's current hit Split. When the dragon starts its turn with less than half
points. The dragons' statistics don't change except each its maximum hit points (32) it divides into two separate
is a Medium creature and each has only one head. creatures. Each dragon has half the dragon's current hit
points. The dragons' statistics don't change except each
Actions is a Small creature and each has only one head.
Multiattack. The dragon makes one bite attack with each
of its two heads and one claws attack.
Actions
Multiattack. The dragon makes one bite attack with each
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one of its two heads.
target. Hit 14 (2d8 + 5) piercing damage plus 4 (1d8)
acid damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit 8 (1d8 + 3) piercing damage plus 4 (1d8) acid
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one damage.
target. Hit 12 (2d6 + 5) slashing damage.
Breath Weapon (Recharge 5-6). Each of the dragon's heads
Breath Weapon (Recharge 5-6). Each of the dragon's heads sprays acidic slime in a 5-foot wide, 15-foot long line.
sprays acidic slime in a 5-foot wide, 20-foot long line.
Each creature in the slime's area must make a DC 12
Each creature in the slime's area must make a DC 16
Dexterity saving throw, taking 13 (3d8) acid damage on a
Dexterity saving throw, taking 40 (8d8) acid damage on a
failed save and getting covered in slime. Creatures
failed save and getting covered in slime. Creatures
covered in slime take 4 (1d8) acid damage at the start of
covered in slime take 9 (2d8) acid damage at the start of
each of their turns until the slime is scraped or washed
each of their turns until the slime is scraped or washed
away using an action.
away using an action.
Creatures that succeed at the initial save take half the
Creatures that succeed at the initial save take half the
initial damage and are not covered in slime.
initial damage and are not covered in slime.
The slime lands on the ground, creating difficult
The slime lands on the ground, creating difficult
terrain until it is cleared. Creatures that fall prone in an
terrain until it is cleared. Creatures that fall prone in an
area coated in slime take 4 (1d8) acid damage.
area coated in slime take 9 (2d8) acid damage.

OOZE MONSTERS
40 /
Dream Ooze
Small ooze, unaligned

Armor Class 7
Hit Points 58 (9d6 + 27)
Speed 20 ft.

STR DEX CON INT WIS CHA


12 (+1) 2 (-4) 16 (+3) 1 (-5) 6 (-2) 14 (+2)

Damage Resistances bludgeoning, piercing, and


slashing from nonmagical weapons
Damage Immunities acid, lightning, psychic
Condition Immunities blinded, deafened,
exhaustion, frightened, prone
Senses blindsense 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 1 inch wide without squeezing.
Detect Sentience. The ooze can sense the presence and
location of any creature within 300 feet of it that has an
Intelligence of 3 or higher, regardless of interposing
barriers, unless the creature is protected by a mind blank
spell.
Dream Ooze Dream Eater. At the start of each of the ooze’s turns, each
unconscious creature within 30 feet of the ooze takes 9
Although they appear relatively harmless, a single dream (2d8) psychic damage as the ooze corrodes their
ooze can wipe out an entire adventuring party that falls prey thoughts and memories.
to it. The oozes are neon-orange 2-foot diameter globs of Sleeping Gas. The ooze emits an odorless gas that causes
slime with an iridescent fluid spiraling inside its thick drowsiness. Creatures that begin their turn within 30 feet
membrane. It clouds its territory with a sickly orange haze of the ooze must make a DC 12 Constitution saving
that constantly emits from its body. It slides along to find throw or fall unconscious. A creature that falls
hiding in small cracks and tunnels, making a faint alien unconscious in this way can be awakened if a creature
squeaking noise. Its presence causes a dizziness that makes spends their action to awaken them, if they take non-
its squeaking form sound almost like mortal speech. psychic damage, or after 1 hour passes.
The dream ooze is an insidious creation supposedly However, unconscious creatures (even those that fell
unconscious from another effect) cannot awaken as long
spawned from the dreams of some eldritch aberration or as they remain within 30 feet of the ooze.
possibly from the experiments of a mad arcanist. Dream
oozes dwell underground, often near places of arcane or Spider Climb. The ooze can climb difficult surfaces,
including upside down on ceilings, without needing to
psionic disturbance. Creatures rarely intentionally use dream make an ability check.
oozes as defenses for their lairs as they are too dangerous to
approach let alone handle. Actions
A dream ooze subsists on psychic energy, rather than flesh Psychic Thrust. The ooze chooses a sentient creature
or other material. They hide in dark corners to snare within 60 feet of it. That creature must make a DC 12
creatures with their anesthetic fumes. Once its victims are Charisma saving throw. On a failed save, the creature
asleep, it comes out of hiding to grind away at their psyche. takes 11 (2d10) psychic damage and becomes stunned
The ooze feeds on defenseless thoughts and memories, until the end of the ooze’s next turn.
converting them into raw psionic energy to manifest nutrients Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft.,
it needs. Dream oozes shy away from combat, but if one target. Hit 3 (1d4+1) bludgeoning damage and 4
threatened, they can lash out with a dizzying psionic blast. (1d8) psychic damage.
It is said that creatures under the slumbering effects of the
ooze experience some of the sweetest dreams they can
imagine, making them ignore their crumbling mind and never
wish to wake.

OOZE MONSTERS
/ 41
Ethereal Ooze
It is unknown if an ethereal ooze is a rare native to the
Ethereal Plane or if it is the work of arcane science gone
wrong. It is an ooze made of ectoplasm; shapeless and
mindless as most oozes but with the added taint of undeath.
An ethereal ooze exists on the border between the Material
and Ethereal Planes and can move between the two with
ease. It uses this power to ambush unsuspecting victims.
While many oozes are able to envelop their foes and
dissolve them, an ethereal ooze's undead form can instead
engulf a creature's soul, tearing it out of a victim's body to
drain its essence.
The ooze must remain vulnerable to digest its meal. While
it has a soul trapped within it, the ooze cannot escape to the
Ethereal Plane without leaving the soul behind. Instead, the
ooze tries to escape through a shallow wall while the trapped
soul's allies pursue.
Ethereal oozes, being both undead and oozes, abhor
sunlight and are never found on the surface. They exclusively
lair in subterranean spaces that are dank and dark with
occasional hapless passersby.

Ethereal Ooze Actions


Large undead, unaligned Draining Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
target. Hit 21 (4d8+3) necrotic damage.
Armor Class 7
Hit Points 114 (12d10 + 48) Etherealness. The ooze enters the Ethereal Plane from the
Speed 0 ft., fly 20 ft. (hover) Material Plane, or vice versa. It is visible on the Material Plane
while it is in the Border Ethereal, and vice versa, yet it can't
affect or be affected by anything on the other plane.
STR DEX CON INT WIS CHA Engulf Soul. The ooze moves up to its speed. Whenever the
5 (-3) 10 (+0) 18 (+4) 1 (-5) 12 (+1) 16 (+3) ooze enters a creature's space with this movement, the
creature must make a DC 15 Charisma saving throw.
On a successful save, the creature is affected by the ooze's
Damage Vulnerabilities radiant, fire, lightning Withering Touch but suffers no other ill effects.
Damage Resistances bludgeoning, piercing, and On a failed save, the creature's soul is torn from their
slashing corporeal form and becomes trapped as an incorporeal
Damage Immunities acid, cold, necrotic, poison creature visibly floating inside the ooze's form. The creature's
Condition Immunities all conditions corporeal body is reduced to 0 hit points and is effectively
Senses blindsense 60 ft. (blind beyond this radius), dead until their soul is returned. When the ooze moves, the
passive Perception 11 trapped soul moves with it. If the ooze uses its Etherealness
Languages - action, any trapped souls are left behind and freed. The ooze
Challenge 5 (1,800 XP) can only contain up to two trapped souls at once.
At the start of each of the ooze's turns, each soul trapped
within it must make a DC 15 Charisma saving throw. Each
Ethereal Sight. The ooze can see 60 feet into the Ethereal creature that fails this save has their Wisdom score reduced
Plane when it is on the Material Plane, and vice versa. by 4 (1d6+1). If a creature's Wisdom reaches 0, it is digested
Incorporeal Form. The ooze can move through other creatures by the ooze and cannot be resurrected by any means short of
and objects as if it were difficult terrain. It takes 5 (1d10) a wish spell.
force damage if it ends its turn inside an object. If a trapped soul succeeds on two such Charisma saves
against the ooze (they need not be consecutive) or if the
Light Vulnerability. When the ooze enters an area of bright ooze is reduced to 0 hit points, the trapped soul is freed.
light for the first time each turn or if it ends its turn there, it A freed soul is an undead, cannot affect or be affected by
takes 10 force damage. In direct sunlight, the ooze takes 20 anything on the Material Plane, can fly at a speed of 20 feet
force damage instead. and can move through objects and creatures. Their Wisdom
Withering Form. Creatures that touch the ooze or hit it with a score is reduced by 1 at the end of each of their turns they
melee attack within 5 feet of it take 4 (1d8) necrotic remain in this form. If the creature enters its dead corporeal
damage. body, it is returned to life with 1 hit point.
Creatures recovering from this experience regain 1d4
points of lost Wisdom each time they complete a long rest.

OOZE MONSTERS
42 /
Eye of the Old Ones
Gargantuan ooze, chaotic evil psychic damage at the start of each of the eye's turns.
When the eye moves, the engulfed creature moves with
Armor Class 14 (natural armor) it.
Hit Points 420 (24d20 + 168) A creature can try to escape or pull an engulfed
Speed 20 ft., fly 30 ft. (hover) creature free by taking an action to make a DC 12
Strength check. On a success, the creature escapes and
enters a space of its choice within 5 feet of the eye.
STR DEX CON INT WIS CHA
Blink (Recharges 5-6). The eye summons 5 (2d4) Ooze
18 (+4) 10 (+0) 24 (+7) 16 (+3) 20 (+5) 21 (+5) Pupils at points it can see within 60 feet, then disappears
into the Ethereal Plane, along with any creatures trapped
Saves Dex +6, Con +13, Int +9, Cha +11 inside it. While there, the eye and trapped creatures are
Skills Arcana +9, History +9, Perception +11 invisible, cannot affect or be affected by anything on the
Damage Resistances acid, cold, fire, lightning other plane, and can move through creatures and objects
Damage Immunities poison; bludgeoning, piercing, on the other plane.
Ooze Pupils disappear when destroyed. As long as at
and slashing from nonmagical weapons
least one Ooze Pupil remains, the eye regains 33 (6d10)
Condition Immunities all conditions hit points at the start of each of its turns. When there are
Senses truesight 120 ft., passive Perception 21 no Ooze Pupils remaining, the eye and any creatures it
Languages telepathy 120 ft., understands all brought with it immediately reappear on the Material
languages but does not speak Plane. If the eye reappears inside another creature's
Challenge 19 (22,000 XP) space, that creature is immediately affected by the eye's
Engulf ability.
Cone of Static. The eye emits a 60-foot cone from its iris
that causes a psychic disturbance in sentient creatures. Legendary Actions
The eye chooses which direction the cone is facing at the
The eye can take 3 legendary actions, choosing from the
end of each of its turns.
options below. Only one legendary action option can be
Each creature that starts its turn in the cone must
used at a time and only at the end of another creature's
make a DC 19 Intelligence saving throw, taking 10 (3d6)
turn. The eye regains spent legendary actions at the start
psychic damage on a failed save and no damage on a
of its turn.
success.
Any creature inside the cone that makes an attack roll, Eye Roll. The eye reorients the direction of its Cone of
ability check, or Constitution saving throw to maintain Static. Ooze Tentacle. The eye makes one Ooze Tentacle
concentration must roll a d6 and subtract it from the roll. attack.
Command Pupils. The eye causes up to 2 Ooze Pupils to
Innate Spellcasting (Psionics). The eye's spellcasting ability each move up to their speed and make an attack using
is Charisma (spell save DC 19, +11 to hit with spell their reactions.
attacks). The eye can innately cast the following spells, Engulf (Costs 2 Actions). The eye uses its Engulf action.
requiring no material components:
At will: cause fear, detect magic, mind spike
3/day each: dominate monster, fear, phantasmal killer
1/day: weird Eye of the Old Ones
Legendary Resistance (3/Day). If the eye fails a saving
throw, it can choose to succeed instead.
An Eye of the Old Ones, also called an Elder Eye, is a gigantic
purple sphere of an ooze with a terrifying inhuman iris. The
Magic Resistance. The eye has advantage on saving eye floats through its lair with seeming purpose, but no one
throws against spells and other magical effects.
truly knows what that might be. Some believe the creature to
Actions be the manifest thoughts of an eldritch being in our world,
while others theorize that it is all that's left from one that died
Multiattack. The eye makes two ooze tentacle attacks. long ago. The most terrifying prospect is that of an advance
Ooze Tentacle. Melee Spell Attack: +10 to hit, reach 10 scout, guarding the portal through which an elder god may
ft., one target. Hit 10 (1d12+4) bludgeoning damage and some day enter our unwitting plane.
10 (3d6) acid damage. Whatever its purpose, an elder eye is a surprisingly
Engulf. The eye moves up to its speed. While doing so, it intelligent and dangerous creature. It uses its psionic powers
can enter Large or smaller creatures' spaces. Whenever to break the feeble minds of would-be heroes. Its gelatinous
the eye enters a creature's space, the creature must make form shrugs off most spells and energy attacks as it engulfs
a DC 12 Dexterity saving throw. its foes and summons other tiny oozy eyeballs to blast
On a successful save, the creature can choose to be
pushed 5 feet back or to the side of the eye. A creature
intruders.
that chooses not to be pushed suffers the consequences
of a failed saving throw. Lair of the Eye
On a failed save, the eye enters the creature's space,
and the creature takes 14 (4d6) acid damage and is
An Eye of the Old Ones makes its home where the veil is
engulfed. The engulfed creature can't breathe, is weak between this realm and whatever distant dimension it
restrained, and takes 21 (6d6) acid damage and 21 (6d6) came from. Portals to other planes are frequent within the
lair of an elder eye. An elder eye will only make such a place
their lair if it is shrouded in darkness.
OOZE MONSTERS
/ 43
Lair Actions Ooze Pupil
On initiative count 20 (losing initiative ties), the elder eye Small ooze, chaotic evil
takes a lair action to cause one of the following magical Armor Class 18 (natural armor)
effects. The same effect cannot be chosen twice in a row: Hit Points 16 (3d6 + 6)
The elder eye opens a portal, hurling one creature of its Speed 0 ft., fly 40 ft. (hover)
choice inside its lair into an alien dimension. The target
must make a DC 19 Charisma saving throw or disappear STR DEX CON INT WIS CHA
from the Material Plane until initiative count 20 on the
following turn. When it returns, the creature takes 14 5 (-3) 18 (+4) 16 (+3) 11 (+0) 15 (+2) 21 (+5)
(4d6) psychic damage.
The elder eye causes the ground in a 20-foot radius circle Damage Vulnerabilities (see Pupil Color)
in its lair to turn to sticky slime. Creatures moving through Damage Resistances bludgeoning, piercing, and
the area must spend 3 feet of movement for every 1 foot slashing from nonmagical weapons
traveled. The area returns to normal on initiative count 20 Damage Immunities acid, cold, fire, lightning,
on the following turn. necrotic, poison, psychic, thunder (see Pupil
Color)
The elder eye heavily obscures a 40-foot square in its lair Condition Immunities all conditions
with magical darkness. The area returns to normal on Senses truesight 60 ft., passive Perception 13
initiative count 20 on the following turn. Languages -
Challenge 3 (700 XP)
Regional Effects
The region containing the lair of an Eye of the Old Ones is Pupil Color. The pupil is a distinct color chosen at random
warped by the creature's eldritch presence, creating the (d4): blue, green, red, or yellow. The pupil loses a damage
following magical effects: immunity and gains a damage vulnerability to a certain
damage type based on its color: cold for blue, acid for
All water spoils within a 5-mile radius of the eye's lair. green, fire for red, and lightning for yellow. The pupil's
Slimes and oozes tend to form in still water. Elemental Bolt also deals damage of the same type.
Creatures within 1 mile of the eye's lair see phantasms of
eyeballs or personal fears that no one else can see. Actions
The eye's lair is coated in a thin, harmless slime. Slopes
become slippery and require a DC 12 Dexterity Elemental Bolt. Ranged Spell Attack: +7 to hit, range 60
ft., one target. Hit 10 (4d4) damage, plus 5 (2d4)
(Acrobatics) check to avoid slipping on the slime. damage at the end of the target's next turn. The damage's
type is based on its Pupil Color.
When the eye is destroyed, all of these regional effects fade
immediately.
OOZE MONSTERS
44 /
Flesh Jelly
Gargantuan ooze, unaligned

Armor Class 6
Hit Points 297 (18d20 + 108)
Speed 30 ft.

STR DEX CON INT WIS CHA


25 (+7) 2 (-4) 23 (+6) 1 (-5) 1 (-5) 1 (-5)

Damage Resistances acid, cold; piercing and


slashing from nonmagical weapon attacks
Damage Immunities lightning, bludgeoning
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 120 ft. (blind beyond this radius),
passive Perception 5
Languages -
Challenge 19 (22,000 XP)
Flesh Jelly
Amorphous. The jelly can move through a space as
narrow as 5 feet wide without squeezing.
Pools of carnage festering in mass burial grounds can
naturally coalesce into a disturbing ooze animated entirely by
Horrid Stench. Creatures that start their turn within 50 the cooperation of unliving flesh cells. Flesh jellies, as they
feet of the jelly must attempt a DC 19 Constitution are called, can grow to gargantuan sizes as it swells with
saving throw or become poisoned. A creature poisoned
this way can attempt a new saving throw at the start of
every creature it devours.
each of their turns, ending the effect on a success. A A flesh jelly is made of living liquified flesh protected by a
creature that succeeds at this saving throw or the initial sticky membrane of leathery rotten skin. The resulting ooze
save becomes immune to the jelly’s stench for 24 hours. is a stinking, disease-ridden and corrosive being that chases
Necrosis. A creature dealt damage by the jelly must after living creatures by slapping its meaty pseudopods along
attempt a DC 16 Constitution saving throw or become the ground.
infected with a necrotic disease. Infected creatures take The jelly rolls over creatures, crushing them with its
3 (1d6) necrotic damage at the start of each of their weight. If that doesn't kill its prey, its toxic form will. It carries
turns. At the end of an infected creature’s turn, if the a necrotic disease that liquifies flesh until it's perfect to
creature didn’t take damage from the jelly since their last digest. Creatures trapped beneath a flesh jelly are risk of
turn, the creature can attempt a new saving throw. When
the creature succeeds at this save a total of three times,
having their flesh ripped from their bones and added to its
the creature is fights off the disease naturally. These massive form.
successes need not be consecutive.
Absorb. The jelly can attempt to absorb creatures
engulfed by it into its own mass using a bonus action at Engulf. The ooze moves up to its speed. While doing so,
the start of each of its turns. Each engulfed creature must it can enter Huge or smaller creatures' spaces. Whenever
make a DC 16 Constitution saving throw or have the the ooze enters a creature's space, the creature must
flesh torn from their bones and be absorbed into the make a DC 19 Dexterity saving throw.
jelly, dying instantly. The creature’s bones and belongings On a successful save, the creature can choose to be
are ejected 2 rounds later in a random space within 5 pushed 5 feet back. A creature that chooses not to be
feet of it. pushed suffers the consequences of a failed saving
Creatures slain by the jelly while engulfed by it cannot throw.
be restored to life except through a wish spell. The jelly On a failed save, the ooze enters the creature's space,
regains 7 (2d6) hit points whenever it successfully and the creature takes 26 (4d12) bludgeoning and 18
absorbs a creature for each creature absorbed. (4d8) acid damage and is engulfed. The engulfed creature
can't breathe, is blinded and restrained, and has total
Actions cover against all effects originating from outside the jelly.
The creature takes 21 (4d8) acid damage at the start of
Multiattack. The jelly makes three pseudopod attacks.
each of the ooze’s turns. When the ooze moves, the
Pseudopod. Melee Weapon Attack: +15 to hit, Reach 10 engulfed creature moves with it.
ft., one target. Hit: 13 (1d12+7) bludgeoning plus 18 An engulfed creature can try to escape by taking an
(4d8) acid damage. The target must make a DC 19 action to make a DC 19 Strength check. On a success,
Strength saving throw or be pulled straight towards the the creature escapes and enters a space of its choice
jelly to a space directly next to it and become grappled within 5 feet of the ooze. The jelly can only have a
by it (escape DC 19) number of creatures engulfed that will fit inside its space.

OOZE MONSTERS
/ 45
Gloom Ooze
This denizen of the plane of shadow looks like a translucent
violet orb rolling along a slug-like foot of ooze. Its outer
membrane is shrouded in a pattern of shadowy black wisps
that undulate rhythmically and hypnotically. Its presence is
announced by a general feeling of fear, sadness, and unease.
Gloom oozes feed on the happiness of living creatures,
leaving them despondent and hopeless. Particularly huge
oozes are often found with previous victims inside, lost in a
stupor and kept barely alive.
The ooze constantly emits an aura of mentally corrosive
psychic energy to weaken its prey and their allies. Meanwhile,
it focuses its shadowy influence on individuals that it decides
are the most vulnerable to it or else are threatening it the
most. Eventually, a victim succumbs to their fate and
becomes hopeless. They lose the will to resist. Then the ooze
engulfs the creature to trap it inside.
Creatures within the ooze don't even try to escape if they
have succumbed to it. Thanks to the ooze eating all its hopes,
they don't believe there is anything left for them other than to
die within the ooze. It will take an ally to pull them free.
Most gloom oozes aren't placed deliberately. Instead, they
simply manifest either through shadowy portals or were once
other oozes touched by shadow magic. The only creatures
that would suppose to be its master are sentient undead,
whom the ooze tends to naturally ignore.

Gloom Ooze Corrode Psyche. Each creature that starts its turn within 60
feet of the ooze, including creatures trapped inside it, must
Large ooze, unaligned
make a DC 15 Wisdom save. Each creature that fails their
save takes 11 (2d10) psychic damage.
Armor Class 6
Hit Points 105 (10d10 + 50)
Speed 20 ft., climb 20 ft.
Actions
Pseudopod. Melee Weapon Attack: +6 to hit, Reach 5 ft., one
target. Hit: 15 (2d10+4) bludgeoning damage plus 11
STR DEX CON INT WIS CHA (2d10) psychic damage.
18 (+4) 2 (-4) 20 (+5) 3 (-4) 10 (+0) 17 (+3) Drain Happiness. The ooze chooses one creature it can sense
within 20 feet. That creature must make a DC 15 Charisma
save. On a failed save, the creature becomes stunned. The
Damage Vulnerabilities radiant
creature can attempt a new saving throw at the end of each
Damage Resistances cold; bludgeoning, piercing, and of its turns, ending the effect on a success. If the creature is
slashing from nonmagical attacks. engulfed by the ooze and has a Charisma score of 15 or less,
Damage Immunities necrotic, poison, psychic it always fails this saving throw.
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone Engulf. The ooze moves up to its speed. While doing so, it
can enter Medium or smaller creatures' spaces. Whenever the
Senses blindsight 60 ft. (blind beyond this radius),
ooze enters a creature's space, the creature must make a DC
passive Perception 10 14 Dexterity saving throw.
Languages - On a successful save, the creature can choose to be
Challenge 6 (2,300 XP) pushed 5 feet back or to the side of the ooze. A creature that
chooses not to be pushed suffers the consequences of a
Ooze Vessel. Creatures inside the ooze can be seen but have failed saving throw.
total cover. A creature within 5 feet of the ooze can take an On a failed save, the ooze enters the creature's space, and
action to pull a creature or object out of the ooze. Doing so the creature takes 16 (3d10) psychic damage and is
requires a successful DC 14 Strength check, and the creature engulfed. The engulfed creature is restrained. When the ooze
making the attempt takes 16 (3d10) psychic damage. The moves, the engulfed creature moves with it.
ooze can hold up to four Medium or smaller creatures inside An engulfed creature that isn't stunned can try to escape
it at a time. by taking an action to make a DC 14 Strength check. On a
success, the creature escapes and enters a space of its
Subduer. Creatures reduced to 0 hit points from psychic choice within 5 feet of the ooze.
damage dealt by the ooze become stable but unconscious
until they regain at least 1 hit point.

OOZE MONSTERS
46 /
Geldyn
The geldyn are an elemental humanoid species made of ooze. Geldyn Warrior
More information about the geldyn and details for creating a Medium humanoid (geldyn), chaotic-neutral
geldyn character can be found in the Ooze Characters Armor Class 15 (chain shirt)
chapter of this guide. Hit Points 82 (11d8 + 33)
Speed 30 ft., climb 30 ft.
Geldyn Ambuscade
Geldyn that exhibit promising magical ability are trained as STR DEX CON INT WIS CHA
sorcerous hunters who specialize in the acid arrow spell to
an extent that they can use it at will and with great accuracy. 17 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)

Skills Athletics +5, Acrobatics +4


Damage Immunities acid
Geldyn Senses darkvision 60 ft., passive Perception 10
Medium humanoid (geldyn), chaotic-neutral Languages Common, plus Aquan or Terran
Challenge 3 (700 XP)
Armor Class 13 (leather armor)
Hit Points 45 (6d8 + 18) Amorphous. The geldyn can move through a space as
Speed 30 ft., climb 30 ft. narrow as 1 foot without squeezing.
Spider Climb. The geldyn can climb on difficult surfaces,
STR DEX CON INT WIS CHA even upside down on ceilings, without needing an ability
check.
12 (+1) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
Actions
Skills Acrobatics +4 Multiattack. The geldyn uses its acidic touch and makes
Damage Immunities acid two warhammer attacks.
Senses darkvision 60 ft., passive Perception 10
Languages Common, plus Aquan or Terran Acidic Touch. Melee Spell Attack: +5 to hit, reach 5 ft.,
Challenge 1/2 (100 XP) one target. Hit 13 (3d8) acid damage.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Amorphous. The geldyn can move through a space as one target. Hit 7 (1d8+3) bludgeoning damage, or 8
narrow as 1 foot without squeezing. (1d10+3) bludgeoning damage if used with two hands.
On a critical hit, each other creature within 10 feet of the
Spider Climb. The geldyn can climb on difficult surfaces, target must make a DC 14 Dexterity saving throw or take
even upside down on ceilings, without needing an ability 4 (1d8) acid damage.
check.
Heavy Crossbow. Melee Weapon Attack: +4 to hit, range
Actions 100/400 ft., one target. Hit 7 (1d10+2) piercing
damage.
Acidic Touch. Melee Spell Attack: +4 to hit, reach 5 ft.,
one target. Hit 4 (1d8) acid damage.

Geldyn Ambuscade Amorphous. The geldyn can move through a space as narrow
as 1 foot without squeezing.
Medium humanoid (geldyn), chaotic-neutral
Empower (3/Day). The geldyn can use a bonus action to
Armor Class 15 (studded leather armor) increase the initial and secondary damage of its next acid
Hit Points 105 (14d8 + 42) arrow attack by 5 (2d4).
Speed 30 ft., climb 30 ft. Spider Climb. The geldyn can climb on difficult surfaces, even
upside down on ceilings, without needing an ability check.
STR DEX CON INT WIS CHA
Actions
13 (+1) 17 (+3) 16 (+3) 10 (+0) 14 (+2) 16 (+3) Acid Arrow. Ranged Spell Attack: +8 to hit, range 90 ft., one
target. Hit 10 (4d4) acid damage immediately and 5 (2d4)
Skills Acrobatics +6, Perception +5, Stealth +6 acid damage at the end of the target's next turn.
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 10 Acidic Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
target. Hit 13 (3d8) acid damage.
Languages Common, plus Aquan or Terran
Challenge 5 (1,800 XP) Acid Rain (Recharge 5-6). The geldyn makes an acid arrow
attack against each creature within 10 feet of a point the
geldyn can see within 90 feet.

OOZE MONSTERS
/ 47
Geldyn Slime Lord Spider Climb. The geldyn can climb on difficult surfaces, even
upside down on ceilings, without needing an ability check.
Medium humanoid (geldyn), chaotic-evil
Cunning Action. The geldyn can use a bonus action during its
Armor Class 16 (studded leather armor) turns to take the Dash, Disengage, or Hide action.
Hit Points 127 (17d8 + 51)
Speed 30 ft., climb 30 ft. Actions
Pseudopod. Melee weapon Attack: +7 to hit, reach 10 ft., one
target. Hit 11 (2d6+4) acid damage. If the geldyn had
STR DEX CON INT WIS CHA advantage on the attack roll or if the target has another foe
12 (+1) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 19 (+4) within 5 feet of it, this attack deals an additional 28 (8d6)
damage.
Skills Acrobatics +7, Deception +6, Sleight of Hand +7, Paralytic Slime (Recharges After a Short Rest). The geldyn
Stealth +7 makes a pseudopod attack. The target must make a DC 15
Damage Resistances bludgeoning, piercing, slashing Constitution saving throw or become paralyzed for 1d4+1
Damage Immunities acid rounds. If the target is suprised, it gains disadvantage on this
Senses darkvision 60 ft., passive Perception 10 saving throw.
Languages Common, plus Aquan or Terran Shifting Form. The geldyn casts alter self, choosing only the
Challenge 8 (3,900 XP) Change Appearance option.
Charming Gaze (1/Day). The geldyn casts charm monster. The
Amorphous. The geldyn can move through a space as narrow saving throw DC is 15.
as 1 foot without squeezing.

Geldyn Ooze Priest into stone, protection from energy, spirit guardians, stinking
cloud
Medium humanoid (geldyn), chaotic-neutral
4th-level (3 slots): banishment, black tentacles, guardian of
faith, vitriolic sphere
Armor Class 17 (chain shirt and shield) 5th-level (2 slots): cloudkill, commune, contagion, greater
Hit Points 172 (23d8 + 69) restoration
Speed 30 ft., climb 30 ft. 6th-level (1 slot): harm, wall of ooze*
7th-level (1 slot): melting doom*, rain of slime*, regenerate
8th-level (1 slot): earthquake
STR DEX CON INT WIS CHA 9th-level (1 slot): gate
16 (+3) 15 (+2) 16 (+3) 13 (+1) 18 (+4) 14 (+2) * A new spell detailed in this guide
Spider Climb. The geldyn can climb on difficult surfaces, even
Skills Arcana +5, Perception +8 Religion +8 upside down on ceilings, without needing an ability check.
Damage Immunities acid
Senses blindsight 10 ft., darkvision 60 ft., passive Actions
Perception 18
Multiattack. The geldyn makes two attacks with its Mace of
Languages Common, plus Aquan or Terran Corrosion.
Challenge 12 (8,400 XP)
Mace of Corrosion. Melee Weapon Attack: +8 to hit, reach 5
Amorphous. The geldyn can move through a space as narrow ft., one target. Hit 5 (1d4+3) bludgeoning damage plus 18
as 1 foot without squeezing. (4d8) acid damage. If the target is wearing nonmagical metal
armor, its armor is partly corroded and takes a permanent and
Gaze of Nausea. As a bonus action during each of its turns, cumulative -1 penalty to the AC it offers. The armor is
the geldyn can lock its gaze onto one creature it can see destroyed if the penalty reduces its AC to 10.
within 60 feet that can also see it. The target must make a
DC 18 Constitution saving throw or become poisoned until
Invigorate (Recharge 5-6). Each geldyn or ooze of the geldyn's
choice within 30 feet of it regains 13 (2d8+4) hit points and
the start of the geldyn's next turn.
gains resistance to the next source of bludgeoning, piercing,
Spellcasting. The geldyn is a 17th-level spellcaster. Their or slashing damage it takes before the geldyn's next turn. If
spellcasting ability is Wisdom (spell save DC 18, +10 to hit there are no other targets within range other than itself, this
with spell attacks). The geldyn has the following cleric spells geldyn regains 31 (6d8+4) hit points instead.
prepared:
Summon Servants (1/Day). The geldyn magically summons
Cantrips (at will): acid splash, etch*, guidance, mending, two slime knights*. The summoned creature appears in an
resistance unoccupied space within 60 feet of its summoner, acts as an
1st-level (4 slots): bane, cure wounds, detect magic, grease, ally of its summoner, and can't summon other demons. It
ray of sickness remains for 10 minutes, until it or its summoner dies, or until
2nd-level (3 slots): acid arrow, lesser restoration, silence, its summoner dismisses it as an action.
spider climb, web
3rd-level (3 slots): dispel magic, mass healing word, meld
* A new monster detailed in this guide

OOZE MONSTERS
48 /
Grease Ooze
Small ooze, unaligned

Armor Class 12
Hit Points 58 (9d6 + 27)
Speed 50 ft.

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 16 (+3) 1 (-5) 6 (-2) 3 (-4)

Damage Resistances bludgeoning, piercing, and


slashing from nonmagical weapons
Damage Immunities acid, cold, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsense 60 ft. (blind beyond this radius),
passive Perception 8
Languages -
Challenge 1 (200 XP)

Slippery. The ooze is covered in grease. The ooze has a


+10 bonus on ability checks and saving throws to escape
from a grapple or resist becoming restrained. Whenever
the ooze is dealt bludgeoning, piercing, slashing, or
thunder damage, it is pushed away from the attacker up
to 20 feet or until it collides with a surface, whereupon it
ricochets and continues in a random direction.
Grease Trail. Wherever the ooze travels, it leaves behind a
trail of slippery grease. Each creature that enters this area
or starts their turn there must succeed on a DC 14
Dexterity saving throw or fall prone and become covered
in grease.
Grease. A creature covered in grease has disadvantage on
saving throws to resist falling prone but advantage on Grease Ooze
ability checks and saving throws to escape grapples. A The grease ooze is a gray and black iridescent globule about
creature can remove the grease over 1 minute using soap
or dirt.
4 feet in diameter that constantly produces an excess of
The grease is flammable. If ignited, fire spreads over slippery greasy slime that coats its whole body. It leaves
the greasy trail at a rate of 20 feet each round. Each behind a trail of the slime wherever it goes, and its territory is
creature caught in the flames takes 7 (2d6) fire damage. often coated in slippery grease.
The fire burns on the grease trail for 1 minute. A creature The slime is adept at moving around on its slime, and is
covered in grease that catches fire must spend an action able to reach speeds that most oozes would only dream of as
to put the fire out or continue to take damage at the start it ricochets off of walls to jet towards its foes. Its slippery trail
of each of their turns.
can work against the ooze, however, as hitting the ooze with
Charge. If the ooze moves at least 20 feet straight toward enough force can cause it to speed away in the other
a creature then hits it with a slam attack, the target must direction, like hitting a ball with a stick.
make a DC 14 Dexterity saving throw or be knocked
prone, take 2d6 bludgeoning damage, and become
The grease slime's form is acidic but only mildly so. It
covered in grease. dissolves flesh to break down the natural oils and fats that it
feeds upon to supply its slime. Since its acid is weak, the
Actions ooze often relies on environmental hazards to kill its prey as
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one they slip on its slime and into pits and spikes that it lairs near.
target. Hit 4 (1d6+1) bludgeoning damage and 3 (1d6) It can squirt slime from its body with a squishy flex, which it
acid damage. uses to instinctively cover as much area as it can to make life
difficult for its intended victims.
Spit Grease (Recharge 4-6). The ooze sprays a 15-foot
square area in front of it with grease. The area becomes
The grease the slime excretes is highly flammable and the
affected by its Grease Trail trait and any creatures in the ooze itself is not immune to fire, but lighting it up will often
area must immediately make a DC 14 Dexterity saving prove difficult for its enemies once the rest of its slime trails
throw or fall prone and become covered in grease. ignite the floors it has traveled on and the walls it has
splashed on.

OOZE MONSTERS
/ 49
Ice Pudding
Ice puddings are made of living ice and slush. The ooze is far
below freezing temperature and a hoary mist always lingers
around it. They are bright blue where their form is thickest,
and white or transparent towards the outermost parts of their
form. Large crystals of ice point outward from their body,
shifting and twitching as they crawl along.
An ice pudding grows from rotting corpses of elementals,
often from the elemental planes of water and ice. They are
held together by arcane magic that makes an otherwise
impossible form possible.
Although native to the elemental planes, ice puddings
sometimes find their way into the material plane through
botched elemental summonings or by crawling through
existing planar gateways and portals.
Ice puddings feed on the liquid contained in most living
creatures, preferring warm water that it can freeze and
append to its frozen form.
Dire Ice Pudding A dire ice pudding uses the following actions instead of its
A Dire Ice Pudding is a larger and more dangerous version of normal actions:
the ice pudding. The dire variant has the same statistics as a Pseudopod. Melee Weapon Attack: +6 to hit, 5 ft. reach,
regular ice pudding, except for the following: one target. Hit: 13 (3d6+3) bludgeoning damage and 22 (5d8)
cold damage. If the target is a creature, it becomes grappled
It has 133 (14d12 + 42) hit points. (escape DC 15) and the pudding can’t use its pseudopod
Its Challenge Rating is 8 (3,900 XP). attack against another target.
Its Freezing Form deals an additional die of damage. Freezing Burst (Recharge 5-6). The pudding unleashes a
Its Ice Armor's maximum becomes 20 and it gains an blast of freezing wind from its body. Each creature within 20
additional die of temporary hit points. feet of the ooze must make a DC 15 Constitution saving
A 120-foot radius area around the pudding is lightly throw or take 36 (8d8) cold damage. Creatures take half this
obscured by snow and mist. damage on a successful save.

Ice Pudding the creature will kill them, though a greater restoration or
similar spell will end the petrification.
Large ooze, unaligned
Salt Weakness. The pudding has a hard time moving when
Armor Class 8 exposed to a large amount of salt. If a pound of salt is tossed
Hit Points 59 (7d10 + 21) on the pudding, or if it becomes submerged in salt water, its
Speed 20 ft., 10 ft. climb, 20 ft. swim movement is halved and it cannot use its Spider Climb
feature for 1 minute.
Spider Climb. The pudding can climb on difficult surfaces,
STR DEX CON INT WIS CHA including upside down on ceilings, without needing to make
an ability check.
17 (+3) 6 (-2) 18 (+4) 1 (-5) 6 (-2) 1 (-5)
Ice Armor. The pudding freezes the nearby air around it,
creating a crust of ice plates over its shifting form. At the
Damage Resistances bludgeoning, piercing and slashing
start of each of its turns, it gains a cumulative 1d6 temporary
from nonmagical weapon attacks hit points. It cannot have more than 10 temporary hit points
Damage Immunities cold, poison, psychic in this way.
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius),
Actions
passive Perception 8 Pseudopod. Melee Weapon Attack: +5 to hit, 5 ft. reach, one
Languages - target. Hit: 10 (2d6+3) bludgeoning damage and 13 (3d8)
cold damage. If the target is a creature, it becomes grappled
Challenge 3 (700 XP)
(escape DC 13) and the pudding can’t use its pseudopod
.trA sggirB eillA yb egamI

attack against another target.


Amorphous. The pudding can move through a space as
narrow as 1 inch wide without squeezing. Freezing Burst (Recharge 5-6). The pudding unleashes a blast
of freezing wind from its body. Each creature within 20 feet
Freezing Form. Creatures that touch the pudding or hit it with of the ooze must make a DC 13 Constitution saving throw or
a melee attack while within 5 feet of it take 4 (1d8) cold take 18 (4d8) cold damage. Creatures take half this damage
damage. Creatures reduced to 0 hit points from cold damage on a successful save.
dealt by the pudding become petrified in ice. Trying to thaw

OOZE MONSTERS
50 /
Jelly Skelly
A jelly skelly is a skeleton surrounded in an inches-thick layer
of sticky ooze. The ooze, paired with a touch of necromancy,
animates the skeleton for the service of an evil entity.
These creatures act very much like skeletons. They are
mindlessly obedient, and perform repetitive, habitual
behaviors that they did in life.
Jelly Skellies are most often employed by lich-cubes (a new
monster detailed in this guide) that instinctively create them
near their lair, but they are also found in the ranks of
necromancers' armies or the demonic forces of ooze-aligned
deities. They are tough soldiers that are mainly used to
hinder attackers with their sticky slime while stronger
creatures can make quick work of the restrained creatures.
The form of a jelly skelly, unlike a regular skeleton, is more
resilient to bludgeoning attacks. However, a well-placed
slashing attack will easily cleave one of its limbs or its head.

Jelly Skelly The Lich-Cube


Medium undead, lawful-evil Most liches don't intentionally become a lich-cube. Rather,
they happen very much by accident.
Armor Class 11 A lich-cube appears to be an ordinary gelatinous cube, but
Hit Points 37 (5d8+15)
Speed 25 ft., climb 25 ft.
with a skull suspended at its center. Sometimes other pieces
of the lich's skeletal remains can be seen floating within as
well. The skull's eyes emit an eerie glow, and the cube's slime
STR DEX CON INT WIS CHA has taken on a dark-colored taint.
17 (+3) 13 (+1) 16 (+3) 6 (-2) 8 (-1) 5 (-3)
Foul Creation. A lich-cube forms when a gelatinous cube
or other ooze has a lich's phylactery suspended in it when
that lich tries to rejuvenate after being slain. The unfortunate
Damage Vulnerabilities slashing lich that didn't keep a close watch on its very important soul
Damage Immunities acid, poison, piercing
Condition Immunities blinded, deafened,
container that grants it immortality finds their soul and
exhaustion, poisoned
essence digested by the ooze as it tries to reform its body.
Senses blindsight 60 ft. (blind beyond this radius), The ooze becomes the lich's body. Even if it is slain once
passive Perception 9 more, the ooze will return by growing out of its skull, if it still
Languages - survives.
Challenge 1 (200 XP) Occasionally, a lich will intentionally turn itself into a lich-
cube. Such liches are usually insane from an eternity of
Corrosive Form. Creatures that touch the skeleton or hit it unlife, or else found themselves in the service of a mad deity.
with a melee attack while within 5 feet of it take 3 (1d6) Hatred and Vengeance. Lich-cubes are resentful of the
acid damage. new form they have become trapped in. They often take out
Spider Climb. The skeleton can climb on difficult surfaces,
this anger by plotting against whoever led to the downfall of
including upside down on ceilings, without needing to its original body, usually some group of adventurers or a
make an ability check. kingdom they came from.
Sticky Slime. When a creature hits the skeleton with a
The gelatinous lich's vengeance is never truly complete.
melee weapon attack, the attacker must make a DC 13 Once it has destroyed those that killed it, the lich-cube turns
Strength saving throw. On a failed save, the weapon its attention to consuming the world in death, pestilence, and
becomes stuck to the skeleton's slimy skin. If the ooze.
weapon's wielder can't or won't let go of the weapon, the A lich-cube lacks any and all hope to return to its normal
wielder is grappled while the weapon is stuck. form. Unable to read new spell tomes, explore old ruins, or
While stuck, the weapon can't be used. A creature can perform its mad experiments with its own hands, its soul
pull the weapon free by taking an action to make a DC 11
Strength check and succeeding.
becomes steeped in hatred for all that is now lost to it.
Strange Company. Since a lich-cube lacks the ability to do
Actions many things itself, it uses its power to draw in both willing
and unwilling servants to do its bidding.
Slime Claw. Melee Weapon Attack: +5 to hit, 5 ft. reach,
one target. Hit: 5 (1d4+3) slashing damage and 3 (1d6)
A lich-cube will work with creatures that a lich might turn
acid damage. The target becomes grappled (escape DC its nose at. Aberrations and oozes become their allies and
13). A grappled creature is subjected to the skeleton's minions, instead of other undead. A common soldier in a lich-
Corrosive Form trait at the start of each of their turns. cube's employ are slime knights or lesser ooze dragons
(new monsters detailed in this guide).

OOZE MONSTERS
/ 51
door if it gets surrounded by enemies. If there is only one
creature near it, the lich-cube will either try to engulf or use
its paralytic pseudopod.
Reactions. The lich-cube has three spells that can be cast
using a reaction: counterspell, shield, and ooze's rebuff. Keep
these in mind during combat.
Weaknesses. The lich-cube is highly immobile. It can get
easily surrounded, but that puts creatures at risk of getting
engulfed. A lich-cube can get caught in persistent area effects
or else be harassed from afar by archers and mages using
cover. When this happens, the lich-cube will take the time to
dispel a damaging area effect or teleport behind the players'
cover.
A Lich-Cube's Lair
Lair Description. A lich-cube encountered in its lair has a
challenge rating of 20 (25,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the lich-cube
takes a lair action to cause one of the following magical
effects. The same effect cannot be chosen twice in a row:
Tactics One creature of the lich-cube's choice within 120 feet of it
Lich-cubes have a plethora of useful abilities and spells at is rapidly infested with a flesh-melting disease, and begins
their disposal. The lich-cube has a genius intellect, so their to dissolve into slime. The creature must make a DC 18
tactics reflect decades of experience and planning. Constitution saving throw. The creature takes 45 (13d6)
Before Combat. The lich-cube makes preparations when it acid damage on a failed save, or half as much damage on a
knows intruders are in its lair. It will cast globe of success. If the creature failed the saving throw by 5 or
invulnerability before an encounter begins. It may also set more, there is a 25% chance that the creature loses a
traps by casting pit of acid or hiding a hazard with a minor random limb (d4): left arm, right arm, left leg, right leg. A
illusion. The lich-cube ensures it has temporary hit points creature with one leg has their walking speed reduced to
from its Slime Shield trait. 5 feet until they can replace it.
When Combat Begins. The lich-cube uses a lair action to The lich-cube rolls a d8 and regains a spell slot of that
either deal massive damage to a weak creature or else level or lower. If it has no spent spell slots of that level or
attempts to take control of the party's main melee class. On lower, nothing happens.
its turn, it will probably use a powerful spell to front-load One creature of the lich-cube's choice within 120 feet of it
damage and put the enemies on the defensive, or else use must make a DC 18 Wisdom saving throw as slime creeps
weapons to jelly if the party is wielding . Its first legendary onto them. On a failed save, the creature takes 7 (2d6)
action should be to conjure gelatinous cubes for the party to acid damage at the start of each of its turns and is
deal with. magically charmed by the lich-cube. On each of the
If Foes are Grouped. The lich-cube will cast pit of acid, creature's turns, it carries out the lich-cube's commands to
rain of slime, wave of ooze, or cloudkill on a group of the best of its ability. The creature can make a new save at
enemies, especially if they are engulfed by one of its the end of each of its turns, ending the effect on a success.
summoned gelatinous cubes. If two creatures are adjacent to The effect also ends if the lich-cube uses this lair action
each other, the lich cube will certainly get full use from its again, if the lich-cube dies, or if the slime is splashed with
acid splash, often as a legendary action. alcohol or physically removed using an action.
If Foes are Weak. The lich-cube will pick off the most
dangerous creatures with the least hit points, such as Regional Effects
rangers, rogues or spellcasters, using disintegrate, forcecage, The region containing the lair of a lich-cube is tainted by the
or power word kill. If a creature is low on hit points and the creature's presence, creating the following magical effects:
party intends to heal them, the lich-cube will use chill touch Gelatinous cubes emerge at random from stone surfaces
on that creature to prevent it from healing. within a 5-mile radius of the lich-cube's lair, leaving behind
If Harassed by a Mage. The lich-cube's best answer to a perfectly cubic holes.
mage is to Teleport onto them using their legendary action The dead within a 5-mile radius of the lich-cube's lair rise
and engulf them. Their paralytic pseudopod will also do the as jelly skellies (new monsters detailed in this guide) 1
trick against low-Constitution characters in range. hour after death.
If Harassed by a Fighter. The lich-cube can take hits from A thick mist lightly obscures the land within a 1-mile
a melee character, but would prefer not to. It will use a radius of the lich-cube's lair, blocking the sun and letting
forcecage to keep them away or dominate monster to turn the sun-fearing slimes roam in the open.
party's asset against them.
If Cornered. The lich-cube will use its Teleport or When the lich-cube is destroyed, all of these regional effects
Sickening Scent legendary actions, or else cast dimension fade immediately.
OOZE MONSTERS
52 /
The Lich-Cube 9th-level (1 slot): power word kill
Large Ooze, lawful-evil * a new spell detailed in this guide

Armor Class 6 Actions


Hit Points 252 (24d10 + 120) Acid Splash (Cantrip). The lich-cube chooses one creature or
Speed 15 ft. two creatures within 5 feet of each other that they can see
within 60 feet. A target must succeed on a DC 19 Dexterity
saving throw or take 14 (4d6) acid damage.
STR DEX CON INT WIS CHA
Chill Touch (Cantrip). Ranged Spell Attack: +11 to hit, range
14 (+2) 3 (-4) 20 (+5) 20 (+5) 14 (+2) 16 (+3) 120 ft., one target. Hit 18 (4d8) cold damage. The target
can’t regain hit points until the start of the lich-cube's next
Saves Con +11, Int +11, Wis +8 turn. If the target is undead, it also has disadvantage on attack
Skills Arcana +11, History +11, Insight +8, Perception rolls against the lich-cube until the end of the lich-cube's
+8 next turn.
Damage Resistances cold, lightning, necrotic Pseudopod. Melee Spell Attack: +11 to hit, reach 5 ft., one
Damage Immunities poison; bludgeoning, piercing, and target. Hit 10 (3d6) acid damage. The target must make a DC
slashing from nonmagical attacks 17 Constitution saving throw or become paralyzed for 1
Condition Immunities blinded, charmed, deafened, minute. The target can repeat the saving throw at the end of
exhaustion, frightened, poisoned, prone each of its turns, ending the effect on itself on a success.
Senses blindsight 60 ft., darkvision 120 ft., passive Engulf. The lich-cube moves up to its speed. While doing so,
Perception 18 it can enter Large or smaller creatures' spaces. Whenever the
Languages telepathy 120 ft., understands Common and lich-cube enters a creature's space, the creature must make a
five other languages but does not speak DC 19 Dexterity saving throw.
Challenge 18 (20,000 XP) On a successful save, the creature can choose to be
pushed 5 feet back or to the side of the lich-cube. A creature
Ooze Cube. The lich-cube takes up its entire space. Other that chooses not to be pushed suffers the consequences of a
creatures can enter the space, but a creature that does so is failed saving throw.
subjected to the lich-cube's Engulf and has disadvantage on On a failed save, the lich-cube enters the creature's space,
the saving throw. and the creature takes 10 (3d6) acid damage and is engulfed.
Creatures inside the lich-cube can be seen but have total The engulfed creature can't breathe, is restrained, and takes
cover. A creature within 5 feet of the lich-cube can take an 21 (6d6) acid damage at the start of each of the lich-cube's
action to pull a creature or object out of the lich-cube. Doing turns. When the lich-cube moves, the engulfed creature
so requires a successful DC 12 Strength check, and the moves with it.
creature making the attempt takes 10 (3d6) acid damage. An engulfed creature can try to escape by taking an action
The lich-cube can hold only one Large creature or up to to make a DC 19 Strength check. On a success, the creature
three Medium or smaller creatures inside it at a time. escapes and enters a space of its choice within 5 feet of the
lich-cube.
Legendary Resistance (3/Day). If the lich-cube fails a saving
throw, it can choose to succeed instead. Legendary Actions
Rejuvenation. If the lich-cube's skull is intact, a destroyed lich- The lich-cube can take 3 legendary actions, choosing from
cube reforms in 1d10 days, regaining all its hit points and the options below. Only one legendary action option can be
becoming active again. The new body appears surrounding used at a time and only at the end of another creature's turn.
the skull. The creature regains spent legendary actions at the start of
Slime Shield. The lich-cube can use a bonus action during its turn.
each of its turns to increase its oozy girth, gaining 21 (6d6) Cantrip. The lich-cube casts a cantrip.
temporary hit points. Pseudopod. The lich-cube makes a pseudopod attack.
Spellcasting. The lich-cube is a 18th-level spellcaster. Its Teleport (Costs 2 Actions). The lich-cube teleports to a space
spellcasting ability is Intelligence (spell save DC 19, +11 to it can see within 120 feet. If that space is occupied by a
hit with spell attacks). It knows the following spells and can creature, it is affected by the lich-cube's Engulf action.
cast them without material components. Sickening Scent (Costs 2 Actions). The lich-cube releases
noxious fumes. Each creature within 10 feet of the lich-cube
Cantrips (at will): acid splash, chill touch, mage hand, minor
must succeed on a DC 17 Constitution saving throw or
illusion become poisoned for 1 minute. A poisoned creature can
1st-level (4 slots): acid spray*, detect magic, grease, shield
repeat the saving throw at the end of each of its turns,
2nd-level (3 slots): acid arrow, detect thoughts, web
ending the effect on itself on a success. If a creature's saving
3rd-level (3 slots): counterspell, dispel magic, ooze's rebuff*,
throw is successful or the effect ends for it, the creature is
slime burst* immune to the lich-cube's scent for the next 24 hours.
4th-level (3 slots): dimension door, wave of ooze*
Conjure Cubes. (Costs 3 Actions). Three gelatinous cubes
5th-level (3 slots): cloudkill, scrying
appear at points on the ground within 120 feet of the lich-
6th-level (1 slot): disintegrate, globe of invulnerability
cube. Each cube obeys the lich-cube's mental commands
7th-level (1 slot): forcecage, rain of slime*
unerringly. Their saving throw DCs increase by 5 and their
8th-level (1 slot): dominate monster, pit of acid*
attack rolls gain a +5 bonus.

OOZE MONSTERS
/ 53
Magma Pudding
Magma Pudding Magma Puddings burst forth from volcanoes on the
Huge ooze, unaligned
elemental plane of magma, which bridges the planes of earth
Armor Class 7 and fire. They spawn when an elemental is born with a
Hit Points 218 (19d12 + 95) mutated form, and they spill forth to consume all things in
Speed 20 ft. burrow 15 ft. their path it can destroy. They feed on fuel and minerals
which it burns into fire and lava to add to its form.
They are very slow but can close distance with their prey
STR DEX CON INT WIS CHA by erupting high-pressure gas pockets in its form, spewing
19 (+4) 4 (-3) 20 (+5) 1 (-5) 6 (-2) 1 (-5) forth magma at its prey.
Damage Vulnerabilities cold
Damage Resistances lightning, bludgeoning,
piercing and slashing from nonmagical weapon
attacks
Damage Immunities acid, fire, poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, poisoned, prone
Senses tremorsense 60 ft. (blind beyond this
radius), passive Perception 8
Languages -
Challenge 13 (10,000 XP)

Amorphous. The pudding can move through a space as


narrow as 1 foot wide without squeezing.
Body of Magma. Creatures that touch the pudding or hit it
with a melee attack while within 5 feet of it take 11
(2d10) fire damage. While standing still, the pudding is
indistinguishable from a pool of molten rock.

Actions
Multiattack. The pudding makes two melee attacks.
Pseudopod. Melee Weapon Attack: +9 to hit, 10 ft. reach,
one target. Hit: 17 (3d8+4) bludgeoning damage and 11
(2d10) fire damage.
Engulf. The pudding moves up to its speed. While doing
so, it can enter Huge or smaller creatures' spaces.
Whenever the pudding enters a creature's space, the
creature must make a DC 16 Dexterity saving throw.
On a successful save, the creature can choose to be
pushed 5 feet back or to the side of the pudding and take
11 (2d10) fire damage. A creature that chooses not to be
pushed suffers the consequences of a failed saving
throw.
On a failed save, the pudding enters the creature's
space, and the creature takes 11 (2d10) fire damage and
is engulfed. The engulfed creature can't breathe, is
restrained, and takes 55 (10d10) fire damage at the start
of each of the pudding’s turns. When the pudding
moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an
action to make a DC 18 Strength check. On a success,
the creature escapes and enters a space of its choice
within 5 feet of the pudding.
Eruption (Recharge 5-6). The pudding spews forth a 10-
foot wide, 30-foot long line of magma forth originating
from any point on its form. Each creature in the area
must make a DC 18 Dexterity save, taking 33 (6d10)
damage on a failed save or half as much on a success.

OOZE MONSTERS
54 /
Memorial Ooze
An old gelatinous cube bloats and becomes a dire gelatinous
cube. An ancient gelatinous cube that lives for many
hundreds of years becomes the even more potent and deadly
memorial ooze.
This ooze appears to be vaguely cube-like, but its form has
strained under its weight and age to become more of a
truncated pyramid. Its corrosive properties have evolved to
keep its food inside its form longer by leaving behind a stony
crust, which effectively petrifies its prey. The ooze is named,
in fact, for the stone remnants of its victims which are
sprawled throughout its hunting grounds. Occasionally,
petrified remains are left suspended in its form which can
betray its normally transparent nature.
If majorly threatened, the ooze expels a large portion of its
body in all directions, sending with it some of the lumps
and shards of petrified matter outward with it. This
shrinks the ooze, but it can regain its lost mass over
about a day.
A memorial ooze tends to only live in dark,
isolated regions where adventurers are few
and far between.

Memorial Ooze Actions


Huge ooze, unaligned Multiattack. The ooze makes two pseudopod attacks.
Armor Class 6 (natural armor) Pseudopod. Melee Weapon Attack: +10 to hit, Reach 10 ft.,
Hit Points 262 (21d12 + 126) one target. Hit: 21 (3d10+5) bludgeoning plus 18 (4d8) acid
Speed 30 ft. damage. The target must make a DC 18 Constitution saving
throw or become restrained until the end of the ooze's next
turn as its body partially petrifies.
STR DEX CON INT WIS CHA Engulf. The ooze moves up to its speed. While doing so, it
20 (+5) 3 (-4) 22 (+6) 1 (-5) 7 (-2) 1 (-5) can enter Large or smaller creatures' spaces. Whenever the
ooze enters a creature's space, the creature must make a DC
18 Dexterity saving throw.
Damage Resistances cold, fire; bludgeoning, piercing, On a successful save, the creature can choose to be
and slashing pushed 5 feet back or to the side of the ooze. A creature that
Damage Immunities acid, poison chooses not to be pushed suffers the consequences of a
Condition Immunities blinded, charmed, deafened, failed saving throw.
exhaustion, frightened, petrified, poisoned, prone On a failed save, the ooze enters the creature's space, and
Senses blindsight 60 ft. (blind beyond this radius), the creature takes 18 (4d8) acid damage and is engulfed. The
passive Perception 8 engulfed creature can't breathe, is restrained, takes 36 (8d8)
Languages - acid damage at the start of each of the ooze's turns, and is
Challenge 14 (11,5000 XP) subjected to the ooze's Petrifying Slime trait. When the ooze
moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
Petrifying Slime. Whenever a non-ooze creature is reduced to to make a DC 18 Strength check. On a success, the creature
0 hit points, if it was dealt acid damage by the ooze that turn, escapes and enters a space of its choice within 5 feet of the
that creature becomes petrified. ooze.
In addition, creatures engulfed by the ooze must make a
DC 18 Constitution saving throw at the start of each of the
ooze's turns. On a failed save, the creature is petrified for 1
Reactions
minute. If it fails a second saving throw while petrified by the Retributive Burst (1/Day). When the ooze is dealt damage, if it
ooze, the petrification becomes permanent. has less than half its hit points maximum hit points, it can
A creature petrified by the ooze turns to stone. If a use its reaction to unleash a burst of slime and petrified
creature is physically broken while petrified, it suffers from matter. Each creature in a 30-foot radius must make a DC 18
similar deformities if it reverts to its original state. Dexterity saving throw or take 18 (4d8) acid damage and 16
(3d10) bludgeoning damage.
Transparent. Even when the ooze is in plain sight, it takes a The ooze's size changes to Large and its attacks deal one
successful DC 15 Wisdom (Perception) check to spot an less d10 of bludgeoning damage while Large. The ooze
ooze that has neither moved nor attacked. A creature that becomes Huge again after 24 hours.
tries to enter the ooze's space while unaware of the ooze is
surprised by the ooze.

OOZE MONSTERS
/ 55
Metal Slime
A metal slime looks to be made of liquid steel, with a shiny
chrome luster. It flows with the viscosity of mercury. The
slime itself is actually made of magically-animated
Metal Slime
Large ooze, unaligned
adamantine, making it one of the most difficult creatures to
damage. Armor Class 23 (natural armor)
The slime moves with an astounding speed that is able to Hit Points 10 (1d10 + 5)
dodge both spells and attacks alike. When struck with a Speed 40 ft., climb 30 ft.
weapon, the impact solidifies its form like an Oobleck
compound, but it is as solid as adamantine. Only the STR DEX CON INT WIS CHA
strongest spells, magic weapons, and adamantine weapons
can harm it. Even then, its resilience makes most damage 16 (+3) 16 (+3) 20 (+5) 10 (+0) 12 (+1) 8 (-1)
negligible.
However, there is a reason for adventurers to attempt to Damage Immunities acid, poison, psychic; lightning
fight such a resilient foe. The process for creating a metal and slashing (see Reactions); bludgeoning and
slime is expensive, and a defeated slime will yield a lot of piercing from nonmagical weapons that aren't
value. At the slime's center is a cluster of at least 4 diamonds adamantine
that animate the slime, worth around 5,000 gold pieces total. Condition Immunities all conditions
Once this diamond is removed, the adamantine returns to a Senses blindsight 60 ft., passive Perception 11
solid, inanimate state. The adamantine alone is worth 10,000 Languages -
gold pieces, enough raw material to create about 20 Challenge 9 (5,000 XP)
adamantine weapons. Many adventurers can't sit idly by
while such riches are within their grasp. Unfortunately, the Adamantine Resilience. If the slime is dealt 10 or more
damage from a single source, the damage is reduced to
difficulty and expense of a metal slime's creation makes them 1. All damage less than 10 is reduced to 0 instead.
exceedingly rare. Damage from weapons made from adamantine deal 2
Metal slimes "feed" upon metal in order to add it to their damage, regardless of the attack's damage roll.
form. They are not corrosive like most oozes, but instead
break down objects by shredding them apart with its Amorphous. The slime can move through a space as
narrow as 1 inch wide without squeezing.
adamantine body. It knows when metal objects are nearby,
often in the arms and armor of adventurers. It will prioritize Avoidance. If the slime is subjected to an effect that
such targets instinctively, shredding objects just as frequently allows it to make a saving throw to take only half damage,
it instead takes no damage if it succeeds on the saving
as the creatures nearby. If a fight is turning against a metal throw, and only half damage if it fails.
slime, it will retreat to fight another day. Spider Climb. The slime can climb on difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.

Actions
Multiattack. The slime makes three Razor Whip attacks.
Razor Whip. Melee Weapon Attack: +6 to hit, 10 ft. reach,
one target. Hit: 13 (3d6+3) slashing damage, or 10
(2d6+3) slashing damage if the slime is Medium or
smaller. If this attack hits a nonmagical object that isn't
made from adamantine, the attack becomes a critical hit.

Reactions
Split. When a slime that is Medium or larger is subjected
to lightning or slashing damage, it splits into two new
slimes if it has at least 2 hit points. Each new slime has
hit points equal to half the original slime's, rounded
down. New slimes are one size smaller than the original
slime.

OOZE MONSTERS
56 /
Nuclear Slime
In the darkness, a light source can often seem welcoming.
However, this slime's light is deadly. The creature uses its
light to lure in unsuspecting creatures who will fall prey to its
powerful nuclear emissions.
Nuclear slimes can be created accidentally or intentionally
through dangerous magical experimentation. Some slimes
also appear naturally on alien worlds or in the void of space,
while others are native to the elemental plane of radiance. 24 hours. On a failed save, the creature gains 1 level of
The slimes feed on organic material, usually from exhaustion and takes 3 (1d6) necrotic damage for each level
creatures. It relies entirely on its radiation to break down of exhaustion they have. Their maximum hit points are
nutrients into a form it can digest with its weak enzymes. reduced by the same amount until they are free of the
disease.
Disease: Radiation Sickness On a successful save, they reduce their exhaustion level by
A creature that is subjected to radiation may contract 1. When the creature succeeds at their saving throw while
radiation sickness. High levels of sudden exposure will surely they have no exhaustion, they are cured of the sickness
risk disease, but so will prolonged exposure to lower levels. naturally.
Usually, the Constitution saving throw to resist contracting While in an environment exposed to radiation, saving
the disease is 14. throws are made with disadvantage. Carefully washing a
Symptoms are often slow to appear and include loss of creature with soap and water within an hour after exposure
appetite, fatigue, fever, nausea, vomiting, diarrhea, and grants advantage on their saving throws.
possibly even seizures and coma. A lesser restoration spell or Acute Radiation Sickness. If exposed to higher levels of
similar magic can cure radiation sickness. radiation, a creature risks acute sickness. This functions the
Mild Radiation Sickness. A creature that contracts same way as mild radiation sickness, except all necrotic
radiation sickness gains 1 level of exhaustion immediately damage taken increases by 1d6 and the saving throw DC
and then must make a DC 12 Constitution saving throw every increases to 14.

Nuclear Slime 7 (2d6) radiant damage and contract Mild Radiation Sickness
(see below). A successful save halves this damage and resists
Large ooze, unaligned
the disease.
Creatures within 60 feet of a nuclear slime but beyond 30
Armor Class 8 feet must make a DC 14 Constitution saving throw or take 3
Hit Points 119 (14d10 + 42) (1d6) radiant damage.
Speed 10 ft., climb 10 ft. This effect can pass through solid objects, but is stopped
by any thickness of lead, 5 feet of stone, or 5 feet of water.
STR DEX CON INT WIS CHA Actions
16 (+3) 6 (-2) 17 (+3) 1 (-5) 6 (-2) 1 (-5) Pseudopod. Melee Weapon Attack: +5 to hit, 5 ft. reach, one
target. Hit: 6 (1d6+3) bludgeoning damage and 14 (4d6)
Damage Vulnerabilities cold radiant damage. The target must make a DC 14 Constitution
Damage Resistances acid, fire saving throw or contract Acute Radiation Sickness (see
Damage Immunities radiant, slashing (see Fission) below).
Condition Immunities blinded, charmed, deafened, Fusion. The nuclear slime combines its form with that of
exhaustion, frightened, prone another nuclear slime within 5 feet of it, becoming one
Senses blindsight 60 ft. (blind beyond this radius), creature. When it does, the new slime becomes the size of
passive Perception 8 the largest of the two slimes, and both their current hit
Languages - points are added together to form a new total.
Challenge 4 (1,100 XP) The resulting effect causes a burst of radiation. Each
creature in a 30-foot radius must make a DC 14 Constitution
Amorphous. The slime can move through a space as narrow saving throw or take 21 (6d6) radiant damage and contract
as 1 foot wide without squeezing. Acute Radiation Sickness (see below). A successful save
halves this damage and resists the disease.
Illumination. The slime emits bright light in a 30-foot radius,
and dim light for another 30 feet beyond that. Reactions
Spider Climb. The slime can climb difficult surfaces, including Fission. When the slime that is Medium or larger is subjected
upside down on ceilings, without needing to make an ability to radiant or slashing damage, it splits into two new slimes if
check. it has at least 10 hit points. Each new slime is blasted away
Radiation. The slime emits dangerous levels of radiation. from the original slime in two random directions out to 10
Creatures that start their turn within 30 feet of a nuclear feet. The slimes each have hit points equal to half the original
slime must make a DC 14 Constitution saving throw or take slime's, rounded down. New slimes are one size smaller than
the original slime.

OOZE MONSTERS
/ 57
Oozelings
Oozelings are small, gelatinous blue slimes that naturally take An oozeling is an insignificant creature on its own. Where
the shape of a loose sphere. They tend to grow in dank, there is one oozeling, however, there are sure to be more.
neglected ruins or marshes, but they can be found in any When oozelings gather in great numbers, they combine into
environment with enough moisture and shade. Many starting larger oozes to benefit their survival.
heroes are tasked with clearing the occasional oozeling out of Oozeling Mass
the sewers or nearby forests. Attack Challenge
Mass Size Strength Bonus Damage Rating
1 Small 12 +3 1d8 1/4 (50 XP)
Oozeling 2-3 Medium 13 +3 2d8 1 (100 XP)
Small ooze, unaligned
4-7 Large 15 +4 4d8 2 (450 XP)
Armor Class 9 8-15 Huge 18 +6 7d8 4 (1,100 XP)
Hit Points 22 (4d6 + 8)
Speed 20 ft. 16+ Gargantuan 18 +7 12d8 8 (3,900 XP)

STR DEX CON INT WIS CHA


12 (+1) 8 (-1) 14 (+2) 1 (-5) 6 (-2) 1 (-5)

Damage Resistances acid, poison


Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 30 ft. (blind beyond this radius),
passive Perception 8
Languages -
Challenge 1/4 (50 XP)

Amorphous. The ooze can move through a space as


narrow as 1 foot wide without squeezing.
Combine Mass. Oozelings can combine their mass to
create larger oozes. Small oozelings have 1 mass.
An oozeling can enter the space of another oozeling
using a bonus action during its turn. When it does, it
adds its current hit points and mass to the other's total
and is absorbed by the other's form.
An oozeling's size, Strength score, attack bonus, and
the damage of its Ooze Touch change depending on its
mass based on the Oozeling Mass table.
Shed Oozelings. When the oozeling is subjected to
lightning, bludgeoning, piercing, or slashing damage
while it has more than 1 mass, the oozeling instead
sheds 1d4 mass, creating a number of Small oozelings
equal to the mass it lost. This cannot reduce its mass to
less than 1.
The oozeling loses 22 hit points for each new oozeling
created and each new oozeling has 22 hit points.
New oozelings appear in the closest empty spaces
within 5 feet of the oozeling and are added to the
initiative order.

Actions
Ooze Touch. Melee Spell Attack: +3 to hit, 5 ft. reach,
one target. Hit: 4 (1d8) acid damage. If the oozeling is
Huge or greater, the target becomes restrained by the
ooze's form (escape DC 15) and moves with it as it
moves. The creature takes 9 (2d8) acid damage at the
start of each of its turns while restrained in this way.
Discorporate. The oozeling splits into a number of Small
oozelings equal to its mass. Each has 22 hit points and is
added to the initiative order.

OOZE MONSTERS
58 /
Oozeborn Giant
Huge ooze, unaligned

Armor Class 15 (natural armor)


Hit Points 126 (11d12 + 55)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 13 (+1) 20 (+5) 10 (+0) 12 (+1) 8 (-1)

Damage Vulnerabilities radiant


Damage Resistances fire; bludgeoning, piercing and
slashing from nonmagical weapon attacks
Damage Immunities acid, poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 11
Languages Giant
Challenge 10 (5,900 XP)

Semi-Amorphous. The giant can move through Large


spaces without squeezing, and can squeeze through
Medium spaces.
Corrosive Form. A creature that touches the giant or hits
it with a melee attack while within 5 feet of it takes 4
(1d8) acid damage.

Actions
Multiattack. The giant makes two pseudopod attacks.
Pseudopod. Melee Weapon Attack: +9 to hit, 15 ft. reach,
one target. Hit: 19 (3d8+6) bludgeoning damage and 9
(2d8) acid damage and become grappled (escape DC
17). A grappled creature suffers from the giant's
Corrosive Form feature at the start of each of its turns.
While grappling a creature, the giant cannot use its
pseudopod against another target. The giant has two
pseudopods.
Ball of Ooze. Ranged Weapon Attack: +9 to hit, 60/240
ft. reach, one target. Hit: 22 (3d10+6) bludgeoning
damage and 9 (2d8) acid damage. The target must make
a DC 17 Strength saving throw or become restrained
(escape DC 17). A restrained creature suffers from the
giant's Corrosive Form feature at the start of each of its
Oozeborn Giant turns.
Stone giants take easily to the magic of the paraelemental Engulf. The giant draws any creatures it is grappling inside
plane of ooze. The plane is adjacent to the plane of earth, and of its form. Those creatures become engulfed. Engulfed
where the boundary meets there is bound to be some creatures are restrained, deafened, and take 18 (4d8)
acid damage at the start of each of their turns. An
overlap. Oozeborn giants are stone giants warped by this engulfed creature can escape the giant by using an action
elemental magic, either through magical experimentation, to attempt a DC 17 Strength check. On a successful
divine curses, or simply by dwelling too close to the ooze save, the creature emerges from the giant in an empty
plane. space within 5 feet of it. When the giant is reduced to 0
Oozeborn giants retain their memories after their hit points, it releases all engulfed creatures.
transformation, but they repulse other giants of their kind.
Many live solitary lives. With no companionship and a new
form that renders them numb, many are driven insane. Such
creatures that have slipped so far will only think about their
next meal.
These giants dwell deep underground, fearing the sun's
light, and attack any that invade their territory.
OOZE MONSTERS
/ 59
Poison Scourge
Huge ooze, unaligned

Armor Class 8
Hit Points 153 (18d12 + 36)
Speed 20 ft. climb 20 ft.

STR DEX CON INT WIS CHA


19 (+4) 6 (-2) 15 (+2) 1 (-5) 6 (-2) 1 (-5)

Damage Resistances cold, lightning, bludgeoning,


piercing and slashing from nonmagical weapon
attacks
Damage Immunities acid, poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages -
Challenge 8 (3,900 XP)

False Appearance. While motionless, the slime appears to


be an alien plant. A DC 15 Intelligence (Nature) check
reveals its true nature.
Poisonous Form. Creatures that touch the slime or hit it
with a melee attack while within 5 feet of it take 7 (2d6)
poison damage.
Spider Climb. The slime can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.

Actions
Multiattack. The slime makes up to three pseudopod
attacks. It can replace its first pseudopod attack with its
Poison Scourge
Consume action. The poison scourge is a foul organism that lives in deep
jungle regions. It forms from a huge colony bacteria that
Pseudopod. Melee Weapon Attack: +7 to hit, 15 ft. reach, constantly replicate a venomous toxin. Some believe they are
one target. Hit: 10 (2d6+4) bludgeoning damage and 7 remnants of venom from reptilian deities that once roamed
(2d6) poison damage, and the target becomes grappled
by the slime (escape DC 16).
the earth, while others think they arose when one was
Until the grapple ends, the creature is restrained and brought to the plane from a distant part of the demonic abyss.
the slime cannot grapple another target with this The ooze is more like a polyp, maintaining the shape of a
pseudopod. At the start of each of the slime’s turns, the fat column covered in sections of hardened matter that look
grappled creature must make a DC 16 Constitution like gray bark or stone with cracks of lime green showing
saving throw. The creature takes 21 (6d6) poison through. A spiral of slimy green tentacles writhe at its top,
damage on a failed save, or half as much on a success.
The slime can have up to three creatures grappled by it at
giving it the appearance of an anemone or a wriggling tree. It
once. attacks by whipping out its tentacles to grab prey and pump
them full of its contact poison.
Consume. The slime chooses a creature it is grappling
and attempts to drag it inside its form. The target must
The ooze feeds exclusively on living flesh. It feeds by
make a DC 16 Strength saving throw or take 14 (4d6) grabbing onto creatures and dropping them into its central
poison damage and become engulfed by the slime. The column and into its gelatinous interior. There, its venom
engulfed creature is restrained, blinded, cannot breathe, breaks the creature down into jelly. It leaves behind
and move with the slime when it moves. indigestible equipment and bones at its "feet" as it wriggles
At the start of each of the slime's turns, the engulfed onward.
creature must make a DC 16 Constitution saving throw, Poison scourges prefer shady areas and can be found
taking 21 (6d6) poison damage on a failed save or half as
much on a success. An engulfed creature can use its
beneath the jungle canopy or inside dungeons and caves.
action to make a DC 16 Strength check to escape the Although they can climb onto sheer surfaces, they tend to
slime. stay on the ground unless they have found a good location to
On a success, the creature emerges in an empty space ambush prey.
within 5 feet of the slime and is no longer engulfed. Legends tell of a place where these oozes thrive deep
underground, where hundreds line the tunnels creating a
surreal forest of deadly "trees."

OOZE MONSTERS
60 /
Prismatic Ooze
Prismatic oozes are seemingly made of solid, multicolored
light similar to that from a prismatic wall spell. In fact, the
ooze is actually made entirely of the same magical energy
from that spell, coalesced from planes of pure elemental
chaos. This magic grants the ooze a myriad of abilities, but
very little control over them. The ooze has no concept of
strategy, instead simply slamming itself into creatures in
order to let one of its magical effects harm them at random.
Against fleeing enemies, it expels a cone of magic identical to
a prismatic spray spell.

Prismatic Ooze 5. Blue. The target takes 35 (10d6) cold damage on a


failed save, or half as much damage on a successful one. This
Large ooze, unaligned
color becomes disabled once 25 fire damage has been dealt
to the ooze.
Armor Class 7 6. Indigo. On a failed save, the target is restrained. It must
Hit Points 252 (24d10 + 120) then make a DC 18 Constitution saving throw at the end of
Speed 20 ft. each of its turns. If it successfully saves three times, the spell
ends. If it fails its save three times, it permanently turns to
stone and is subjected to the petrified condition. The
STR DEX CON INT WIS CHA successes and failures don’t need to be consecutive; keep
17 (+3) 4 (-3) 21 (+5) 1 (-5) 11 (+0) 2 (-4) track of both until the target collects three of a kind.
This color becomes disabled when light shed by a daylight
or similar spell touches the ooze.
Damage Resistances acid, cold, fire, lightning, poison 7. Violet. On a failed save, the creature is blinded. It must
Damage Immunities radiant, slashing (see Reactions) then make a DC 18 Wisdom saving throw at the start of your
Condition Immunities blinded, deafened, exhaustion, next turn. A successful save ends the blindness. If it fails that
petrified, prone save, the creature is transported to another plane of the GM’s
Senses blindsight 60 ft. (blind beyond this radius), choosing and is no longer blinded. (Typically, a creature that
passive Perception 10 is on a plane that isn’t its home plane is banished home,
Languages - while other creatures are usually cast into the Astral or
Challenge 15 (13,000 XP) Ethereal planes.)
This color becomes disabled when a dispel magic spell is
cast on the ooze.
Magic Resistance. The ooze has advantage on saving throws 8. Two Effects. The creature is affected by two effects
against spells and magical effects. instead of one. Roll two more times, rerolling any repeated
Prismatic Form. Whenever a creature touches the ooze for the results.
first time during a turn or hits it with a melee attack within 5 Scintillating Radiance. The ooze emits bright light in a 100-
feet of it, the creature must make a DC 18 Dexterity saving foot radius, and dim light for another 100 feet. Creatures that
throw or be affected by one of the following colors chosen at start their turn within this bright light must make a DC 18
random (d8). Each of the ooze's colors can be disabled for 8 Constitution saving throw or become blinded until the start
hours when certain conditions are met. Instead of the color's of their next turn. Creatures that fail this save by 5 or more
normal effect, a disabled color deals 17 (5d6) force damage become stunned until the ooze's next turn instead.
on a failed save or half as much on a success.
1. Red. The target takes 35 (10d6) fire damage on a failed Actions
save, or half as much damage on a successful one. This color Slam. Melee Weapon Attack: +8 to hit, 5 ft. reach, one target.
becomes disabled once 25 or more cold damage is dealt to Hit: 12 (2d8+3) bludgeoning damage. The target is also
the ooze. affected by the ooze's Prismatic Form.
2. Orange. The target takes 35 (10d6) acid damage on a
failed save, or half as much damage on a successful one. This Prismatic Spray (Recharge 5-6). The ooze casts prismatic
color becomes disabled if the ooze is subjected to a strong spray. The saving throw DC is 18.
wind.
3. Yellow. The target takes 35 (10d6) lightning damage on Reactions
a failed save, or half as much damage on a successful one.
While this layer is active, the ooze has resistance to all Refract. When the ooze is subjected to radiant or slashing
damage. This color becomes disabled once 60 or more force damage while it still has enabled colors, the ooze can use its
damage is dealt to the ooze. reaction to shed a piece of itself. The ooze disables one of its
4. Green. The target takes 35 (10d6) poison damage on a enabled colors and then creates a Medium-sized copy of
failed save, or half as much damage on a successful one. This itself in an empty space within 5 feet of it that has the
color becomes disabled if the ooze is targeted with any chosen color as its only option for its Prismatic Form and it
effect that creates a magical portal on a solid surface, or if loses this ability. The original ooze loses 31 (3d10+15) hit
the ooze passes through a magical portal. points and the new ooze starts with that number of hit
points. The new ooze acts immediately after this one in the
initiative order.

OOZE MONSTERS
/ 61
Psionic Ooze
The psionic ooze is a rare sentient ooze, created when
powerful mystics are devoured by an otherwise normal ooze.
The creature is a deep violet, with noticeable nodules that
appear to be a gelatinous brain quivering on top of the ooze.
A glowing lump can be seen at the center of the ooze's form.
What was once the mystic's brain has become a rubbery
nucleus for the ooze that houses its mind and its psychic
powers. While attacking the ooze will weaken it, the surest
way to kill it is by aiming for its nucleus.
Psionic oozes are composed of flesh-corroding acid and
subsist on living creatures, but their palate is a bit more
refined: they prefer to devour intelligent creatures. In combat,
they will actively target the smartest creatures it's fighting
against, knowing they are also least likely to escape it's
physical strength.
The ooze often seeks to ambush creatures by turning
invisible and passively erode their minds with its psychic field,
then opens with confusion once it reveals itself. Spells like
hold monster and telekinesis are saved for emergencies.

Psionic Ooze hand


3/day: confusion, phantasmal force, telekinesis
Large ooze, neutral evil
2/day: hold monster, phantasmal killer
Armor Class 13 (natural armor) Psychic Static. Creatures other than the ooze that begin their
Hit Points 241 (23d10 + 115) turn within 30 feet of the ooze must make a DC 16
Speed 20 ft. Intelligence saving throw. Creatures that fail their save take 7
(2d6) psychic damage and roll a d6 whenever they make an
attack roll or ability check during the rest of their turn,
STR DEX CON INT WIS CHA subtracting the result from the roll. Creatures engulfed by the
ooze take the maximum amount of damage from this effect.
16 (+3) 4 (-3) 21 (+5) 13 (+1) 12 (+1) 21 (+5)
Actions
Damage Resistances psychic; bludgeoning, piercing and Multiattack. The ooze makes two melee attacks and uses its
slashing from nonmagical weapon attacks baleful teleport, if available.
Damage Immunities acid
Condition Immunities blinded, deafened, exhaustion, Pseudopod. Melee Weapon Attack: +8 to hit, 10 ft. reach, one
prone target. Hit: 12 (2d8+3) bludgeoning damage and 13 (3d8)
acid damage.
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8 Baleful Teleport (Recharge 5-6). The ooze attempts to teleport
Languages telepathy 100 ft., understands Common and a creature of its choice within 60 feet of it to any other
Undercommon but cannot speak location within 60 feet of the ooze, usually inside of the
Challenge 16 (15,000 XP) ooze. The creature must make a DC 18 Constitution saving
throw to resist being teleported. Creatures teleported inside
of the ooze are considered to have failed a saving throw
Corrosive Form. Creatures that touch the ooze or hit it with a against its Engulf action.
melee attack while within 5 feet of it take 9 (2d8) acid
damage. Engulf. The ooze moves up to its speed. While doing so, it
can enter Medium or smaller creatures' spaces. Whenever the
Nucleus. The ooze has an orb-like mass near its center which ooze enters a creature's space, the creature must make a DC
commands its body. Noticing this nucleus and recognizing it 16 Dexterity saving throw.
as a weakness requires a DC 18 Intelligence (Perception) On a successful save, the creature can choose to be
check. A creature engulfed by the ooze can make melee pushed 5 feet back or to the side of the ooze. A creature that
attacks against the nucleus, while creatures outside of the chooses not to be pushed suffers the consequences of a
ooze can use ranged attacks to target it. The nucleus has an failed saving throw.
AC of 18. The nucleus is immune to acid damage but is On a failed save, the ooze enters the creature's space, and
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vulnerable to all other types of damage. The ooze takes all the creature takes 36 (8d8) acid damage and is engulfed. The
damage its nucleus takes. engulfed creature can't breathe, is restrained, and takes 36
Innate Spellcasting (Psionics). The ooze’s innate spellcasting (8d8) acid damage at the start of each of the ooze’s turns.
ability is Charisma (spell save DC 18). The ooze can innately When the ooze moves, the engulfed creature moves with it.
cast the following spells, requiring no material components: An engulfed creature can try to escape by taking an action
to make a DC 16 Strength check. On a success, the creature
At will: charm person, detect thoughts, invisibility, mage escapes and enters a space of its choice within 5 feet of the
ooze.

OOZE MONSTERS
62 /
Shamblers
Shamblers are slimes and molds gifted with a semblance of
life and a vaguely humanoid form. There are many ways for
them to come into existence, some accidental and some
deliberate. Some believe they can arise from lingering souls
that cling to slime colonies and give them form. It is known
that evil mages can create them by trapping souls inside
oozes or by enchanting a sort of weak ooze golem.
Shamblers act like oozes, but with a fraction more survival
instinct and added clumsy mobility. Some creatures may
mistake a shambler in the dark for a zombie or even a sick
humanoid, letting the ooze get close enough to launch its
attack.
Evil wizards or ooze villains may keep shamblers as
guardians or a mockery of civilized humans in their lairs.
Shamblers come in a variety of colors, each with their own
unique resistances.
Shambler (Gray)
Medium ooze, unaligned
Shambler (Brown)
Medium ooze, unaligned Armor Class 8
Hit Points 22 (3d8 + 9)
Armor Class 8 Speed 25 ft. climb 10 ft.
Hit Points 38 (5d8 + 15)
Speed 25 ft. climb 10 ft.
STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 16 (+3) 1 (-5) 6 (-2) 2 (-4)

12 (+1) 6 (-2) 16 (+3) 1 (-5) 10 (+0) 2 (-4) Damage Vulnerabilities radiant


Damage Resistances acid, cold, fire, bludgeoning,
Damage Vulnerabilities cold piercing
Damage Resistances acid, bludgeoning, piercing Condition Immunities blinded, charmed, deafened,
Damage Immunities fire (see traits) exhaustion, frightened, prone
Condition Immunities blinded, charmed, deafened, Senses blindsight 60 ft. (blind beyond this radius),
exhaustion, frightened, prone passive Perception 8
Senses blindsight 60 ft. (blind beyond this radius), Languages -
passive Perception 10 Challenge 1/2 (100 XP)
Languages -
Challenge 1 (200 XP) Amorphous. The ooze can move through a space as
narrow as 1 inch wide without squeezing.
Amorphous. The ooze can move through a space as
narrow as 1 inch wide without squeezing. Corrode Metal. Any nonmagical weapon made of metal
that hits the ooze corrodes. After dealing damage, the
Heat Consumption. The ooze feeds on heat. Whenever weapon takes a permanent and cumulative -1 penalty to
the ooze takes fire damage, it gains 3d8 temporary hit damage rolls. If its penalty drops to -5, the weapon is
points and its size increases to Large. It deals an destroyed. Non magical ammunition made of metal that
additional 1d6 damage on Strength-based weapon hits the ooze is destroyed after dealing damage. The
attacks, and makes Strength checks and Strength saving ooze can eat through 2-inch-thick, nonmagical metal in 1
throws with advantage. If the ooze lacks the room to round.
become Large, it attains the maximum size possible in
Stone Camouflage. The ooze can meld partially into stone
the space available. After 1 hour, its size returns to
walls, floors, rubble, and the like in order to hide. It can
normal.
also stand still to appear as a humanoid statue. As long as
Spider Climb. The ooze can climb difficult surfaces, it remains motionless, it is indistinguishable from
including upside down on ceilings, without needing to ordinary stone.
make an ability check.
Actions
Actions Pseudopod. Melee Weapon Attack: +3 to hit, Reach 5 ft.,
Pseudopod. Melee Weapon Attack: +3 to hit, Reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning plus 7 (2d6) acid
one target. Hit: 4 (1d6+1) bludgeoning plus 7 (2d6) cold damage. If the target is wearing nonmagical metal armor,
damage. The ooze regains hit points equal to the cold its armor is partly corroded and takes a permanent and
damage dealt this way. The ooze deals an additional 1d6 cumulative -1 penalty to the AC it offers. The armor is
bludgeoning damage while enlarged. destroyed if the penalty reduces its AC to 10.

OOZE MONSTERS
/ 63
Shambler (Green) Corrode Metal and Wood. Any nonmagical weapon made of
metal or wood that hits the ooze corrodes. After dealing
Medium ooze, unaligned
damage, the weapon takes a permanent and cumulative -1
penalty to damage rolls. If its penalty drops to -5, the weapon
Armor Class 8 is destroyed. Non magical ammunition made of metal or
Hit Points 22 (3d8 + 9) wood that hits the ooze is destroyed after dealing damage.
Speed 25 ft. climb 10 ft. The ooze can eat through 2-inch-thick, nonmagical metal and
wood in 1 round.
STR DEX CON INT WIS CHA Sunlight Hypersensitivity. The ooze takes 10 fire damage
whenever it begins its turn in direct sunlight.
12 (+1) 6 (-2) 16 (+3) 1 (-5) 10 (+0) 2 (-4)
Spider Climb. The ooze can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
Damage Vulnerabilities radiant check.
Damage Resistances acid, poison, lightning
Condition Immunities blinded, charmed, deafened, Actions
exhaustion, frightened, prone
Slam. Melee Weapon Attack: +3 to hit, Reach 5 ft., one target.
Senses blindsight 60 ft. (blind beyond this radius), Hit: 4 (1d6+1) bludgeoning plus 7 (2d6) acid damage. If the
passive Perception 10 target is wearing nonmagical metal or wooden armor, its
Languages - armor is partly corroded and takes a permanent and
Challenge 1/2 (100 XP) cumulative -1 penalty to the AC it offers. The armor is
destroyed if the penalty reduces its AC to 10.
Amorphous. The ooze can move through a space as narrow as
1 inch wide without squeezing.

Shambler (Yellow) Spider Climb. The ooze can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
Medium ooze, unaligned
check.
Armor Class 8 Sunlight Sensitivity. While in sunlight, the ooze has
Hit Points 22 (3d8 + 9) disadvantage on attack rolls, as well as on Wisdom
Speed 25 ft. climb 10 ft. (Perception) checks that rely on sight.

Actions
STR DEX CON INT WIS CHA Pseudopod. Melee Weapon Attack: +3 to hit, Reach 5 ft., one
12 (+1) 6 (-2) 16 (+3) 1 (-5) 10 (+0) 2 (-4) target. Hit: 4 (1d6+1) bludgeoning plus 5 (1d10) poison
damage.
Damage Vulnerabilities fire
Damage Resistances acid, poison, lightning Reactions
Condition Immunities blinded, charmed, deafened, Spore Cloud (Recharge 5-6). When a creature hits the ooze
exhaustion, frightened, prone with a weapon attack, the ooze can use its reaction to release
Senses blindsight 60 ft. (blind beyond this radius), a cloud of spores in a 10-foot radius. All creatures in the area
passive Perception 10 must make a DC 12 Constitution saving throw or take 5
Languages - (1d10) poison damage. Another saving throw is required one
Challenge 1/2 (100 XP) minute later, even if the first save is made. If the creature fails
this second save, they take an additional 11 (2d10) poison
damage. Creatures that take poison damage from the spore
Amorphous. The ooze can move through a space as narrow as cloud have their hit point maximum reduced by an amount
1 inch wide without squeezing. equal to the damage taken. This reduction lasts until the
creature completes a short rest.

OOZE MONSTERS
64 /
Skinlatch Slime
Medium ooze, unaligned

Armor Class 7
Hit Points 37 (5d8 + 15)
Speed 20 ft., climb 10 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 17 (+3) 2 (-4) 6 (-2) 3 (-4)

Damage Resistances acid, cold, lightning


Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsense 60 ft. (blind beyond this radius),
passive Perception 8
Languages -
Challenge 2 (450 XP)

Amorphous. The slime can move through a space as


narrow as 1 inch wide without squeezing.
Damage Transfer. While attached to a creature, the slime
takes only half the damage dealt to it (rounded down)
and that creature takes the other half.
Spider Climb. The slime 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: 9 (2d8) acid damage. If the target is a
creature, it must make a DC 14 Dexterity saving throw. A
surprised creature has disadvantage on this save. On a
failed save, the slime attaches itself to the creature by
stretching over its body. A creature the slime is attached
to starts each of its turns by taking 9 (2d8) acid damage
and making a DC 14 Strength check. On a failed check,
the creature is incapacitated until the slime's next turn.
A creature within 5 feet of the slime can use its action
to make a DC 14 Strength check, freeing the creature on
a success.
If the slime takes fire or thunder damage, it must
make a DC 14 Constitution saving throw or immediately
release the creature it's attached to.
Forced Action. If attached to a creature of Medium size or
smaller, the slime forces the creature to move up to the A skinlatch slime usually clings to high places to get the drop
creature's movement speed and make a melee attack on creatures that pass beneath it. If its ambush fails, it still
with any weapon the creature is currently holding. The
attack uses the slime's attack bonus and the slime's
has enough mobility to chase down nearby prey.
Strength modifier is used for the damage. Once the slime hits a creature, it tries to attach itself to its
The slime doesn't benefit from the creature's abilities victim. Its corrosive acid dissolves its meal, while the host
such as bonus damage from Rage or a Sneak Attack. creature tries desperately to free itself.
However, a magical weapon still applies its benefits. The slime is rather strong, even when stretched thin over
the form of its prey. It can use this strength to manipulate its
host like a puppet, jerking its arms and legs as it wishes.
While dissolving its host, the slime forces the creature to
attack its allies that might try to help, swinging whatever
Skinlatch Slime weapons the creature was already using.
The skinlatch slime is often mistaken for green slime, even to Fighting a skinlatch slime is very treacherous, as hitting
a trained eye. In fact, the only real difference arises when the the slime inevitably hurts a creature it's attached to. However,
slime goes on the attack. A skinlatch slime that isn't moving loud sonic attacks and fire cause the slime to recoil. Canny
is completely indistinguishable from a patch of regular green heroes can use this to remove the slime with minimal
slime. damage.
OOZE MONSTERS
/ 65
A slime knight appears to wear armor and wields what
looks like a glaive or pike. In reality, all of its apparent
Slime Knight equipment is part of its form shaped to look that way by its
Medium ooze, unaligned creator, and is just as caustic as the rest of it. The knight
takes advantage of its flexible weapon to lash out at its
Armor Class 10 targets with precision.
Hit Points 90 (12d8 + 36) Fighting against a slime knight is a difficult task. The
Speed 30 ft. climb 20 ft. knight slides around thin weapons like swords and arrows,
and can also snag the weapons of attackers inside their
STR DEX CON INT WIS CHA gelatinous form and wrench them away, leaving enemies
defenseless. The best way to fight them is with bludgeoning
16 (+3) 11 (+0) 16 (+3) 2 (-4) 10 (+0) 2 (-4) weapons or with spells that deal damage it isn't resistant to.
Many creatures have difficulty taking down a slime knight,
Skills Perception +4 and this is what makes them perfect guardians.
Damage Resistances cold, fire, piercing, slashing Slime knights who are no longer controlled by their creator
Damage Immunities acid exist, either by having their magical connection severed or
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
from their creator's death. The rogue slimes start to lose their
Senses blindsight 60 ft. (blind beyond this radius),
knight-like appearance and become only vaguely humanoid in
passive Perception 14 shape. They hold on to their cunning and tactics and use
Languages understands the languages of its creator them to hunt instead.
but cannot speak
Challenge 3 (700 XP)

Amorphous. The slime can move through a space as


narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the slime or hits
it with a melee attack while within 5 feet of it takes 4
(1d8) acid damage.
Spider Climb. The slime can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.

Actions
Ooze Lance. Melee Weapon Attack: +5 to hit, Reach 10
ft., one target. Hit: 4 (1d10+3) piercing plus 13 (3d8)
acid damage.

Reactions
Grab Weapon. When a creature makes a melee attack roll
against the slime, the slime can use its reaction to cause
the weapon to become stuck in its form. The attacker
must make a DC 13 Strength saving throw.
On a failed save, the attacker’s weapon is taken from
them and dragged into the slime’s form. A creature can
only retrieve the weapon by reaching into the ooze and
making a DC 13 Strength check using their action.
Whether or not they succeed, the creature is affected by
the ooze's Corrosive Form.
On a successful initial save, the attacker is unaffected.

Slime Knight
The slime knight is a slime given humanoid form as well as a
semblance of tactics. Slime knights are created only through
deliberate use of alchemy or magic to be used as magical
guardians. They know enough to obey their masters or
creators and can distinguish friend from foe.
Slime knights vary widely in color but are always
translucent shiny with wet slime. They are about the size of a
Medium humanoid. They can form legs but often just scoot
along on one slug-like foot, clinging to sheer surfaces to
ambush intruders from strange angles.

OOZE MONSTERS
66 /
Slimestrand Pudding
Slimestrand Pudding The slimestrand pudding is composed of the same material
Large ooze, unaligned
that makes up natural spider webbing, suspended in a sticky
Armor Class 7 caustic pudding. The oozes themselves are thought to be
Hit Points 68 (8d10 + 24) creations of driders, drow, or even the intervention of the
Speed 20 ft., climb 20 ft. drow deities.
They look like sticky masses of pale goo that constantly
lash outward with long, thick tendrils of webbing. They are
STR DEX CON INT WIS CHA fond of "feeling" objects with their tendrils even if they aren't
16 (+3) 3 (-4) 16 (+3) 1 (-5) 6 (-2) 3 (-4) edible, and can be seen constantly flicking out strands that
stick to surfaces, then leaving them behind to make a slimy
Damage Vulnerabilities radiant unintentional web. They use their tendrils to drag themselves
Damage Resistances bludgeoning, piercing, and forward and up sheer surfaces, as well as to snare and reel in
slashing from nonmagical weapons prey.
Damage Immunities acid, poison, psychic The puddings dwell deep in underground caverns and
Condition Immunities blinded, charmed, deafened, dungeons, rarely ever seeing the surface. It feeds on flesh and
exhaustion, frightened, prone blood to nourish its form. This comes most often from
Senses blindsense 60 ft. (blind beyond this radius), subterranean humanoids like drow and duergar, but
passive Perception 8 occasionally they capture adventurers wandering the darkest
Languages - regions of the underground.
Challenge 5 (1,800 XP) The pudding is afraid of light. Although it is harmless to
the ooze, light is an energy unknown to it. The pudding will
Amorphous. The pudding can move through a space as recoil from light unless its need to survive overtakes it.
narrow as 1 inch wide without squeezing.
Fear of Light. When the pudding begins its turn in bright
light, it must attempt a DC 12 Wisdom saving throw or
become frightened of the source of the light and attempt
to flee from it.
Spider Climb. The pudding can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.

Actions
Multiattack. The pudding makes up to three acid tendril
attacks.
Acid Tendril. Melee Weapon Attack: +6 to hit, reach 50
ft., one target. Hit The target takes 9 (2d8) acid damage
and is grappled by strands of sticky acidic ooze. The
grappled target is restrained (escape DC 15) and takes 9
(2d8) acid damage at the start of each of the pudding’s
turns. The tendril can be attacked and destroyed (AC 10;
15 hit points; vulnerability to radiant damage; immunity
to acid, bludgeoning, poison, and psychic damage).
Reel. The pudding reels in all Medium or smaller
creatures it is currently grappling, dragging them up to
25 feet directly towards it. Creatures that end up directly
next to the pudding become entangled by it.
The entangled creature is restrained and takes 18
(4d8) acid damage at the start of each of the pudding's
turns. When the pudding moves, the entangled creature
moves with it. An entangled 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 pudding.
The pudding can only have 6 Small creatures entangled
at a time. A Medium creature counts as 2 Small creatures.
Acid Web. The pudding fills a 20-foot cube area with
acidic strands. This ability functions like the web spell,
but each creature restrained by the web takes 9 (2d8)
acid damage at the start of each of their turns.

OOZE MONSTERS
/ 67
Void Jelly Actions
Large ooze, unaligned
Tentacles. Melee Weapon Attack: +8 to hit, Reach 10 ft.,
Armor Class 14 (natural armor) one target. Hit: 11 (2d6+4) bludgeoning plus 13 (3d8)
necrotic damage. The target’s maximum hit points are
Hit Points 95 (10d10 + 40)
reduced by an amount equal to the necrotic damage
Speed fly 30 ft. (hover) dealt this way. Then, if the creature is at least one size
category smaller than it, the creature becomes grappled
by the jelly (escape DC 16). The grappled creature moves
STR DEX CON INT WIS CHA with the jelly. At the start of each of the creature’s turns,
18 (+4) 12 (+1) 18 (+4) 1 (-5) 7 (-2) 1 (-5) the creature takes damage from the jelly’s life
consumption trait and the jelly makes attacks against
grappled creatures with advantage.
Damage Resistances cold, fire; bludgeoning,
piercing, and slashing from nonmagical weapon
attacks Reactions
Damage Immunities acid, necrotic, slashing Split. When a jelly that is Medium or larger is subjected to
Condition Immunities blinded, charmed, deafened, fire or slashing damage, it splits into two new jellies if it
exhaustion, frightened, prone has at least 10 hit points. Each new jelly has hit points
Senses blindsight 120 ft. (blind beyond this radius), equal to half the original jelly’s, rounded down. New
passive Perception 8 jellies are one size smaller than the original jelly.
Languages -
Challenge 9 (5,000 XP)

Amorphous. The jelly can move through a space as Void Jelly


narrow as 1 inch wide without squeezing.
The void jelly is a truly alien ooze. It forms from vile thoughts
Life Consumption. Creatures that touch the jelly or hit it that gather in the plane of shadow, which eventually become
with a melee attack while within 5 feet of it takes 13 so thick they coalesce into a sticky living ooze. A void jelly
(3d8) necrotic damage. The creature’s maximum hit looks like a floating black slime with iridescence of spilt
points are reduced by an amount equal to the damage crude oil. Some might think it beautiful if it didn't long to
dealt.
consume all life.
.trA sggirB eillA yb egamI

Shadow Shield. The jelly is shrouded in a continual Although native to their shadow plane, void jellies tend to
magical darkness out to 5 feet. While its shadow shield is wriggle their way into the material plane through spells gone
active, the ooze is considered to be heavily obscured. If
the jelly takes 10 or more radiant damage from a single
awry and from powerful slain undead. The jellies feast upon
source, its shadow shield becomes suppressed until the life energy that it drains from any creatures it can find
end of its next turn. through its touch.
Void jellies hover through foggy swamps or shady
woodlands or else deep underground in the darkest caves,
preying on adventurers foolish enough to explore its depths.
OOZE MONSTERS
68 /
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System Reference Document 5.1 Copyright 2016, Wizards
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Credits
Images and homebrew by Chris Culbertson (Noblecrumpet); some images by Alliebriggsart
This PDF was made possible with the help of Homebrewery at homebrewery.naturalcrit.com.
Parts of this document are derived from the OGL:
media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf

About the Author


Noblecrumpet is an illustrator, storyteller, content creator, and of course, a Game Master.
You can find them on their blog: noblecrumpet-dorkvision.tumblr.com
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