Ooze-Folk
Lost Laboratory of Kwalish p. 46
- Size
- Medium
- Type
- ooze
- Alignment
- unaligned
- AC
- 10 (natural armor)
- Hit Points
- 19 (2d8+10)
- Speed
- walk 30 ft.
- Condition Immunities
- blinded, charmed, deafened, exhaustion, frightened, prone
- Senses
- blindsight 60 ft.
- Passive Perception
- 8
- Challenge
- 1/2
STR
14
+2
DEX
3
−4
CON
20
+5
INT
1
−5
WIS
6
−2
CHA
1
−5
Traits
Transparent
Even when an ooze-folk is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is surprised by the ooze-folk.
Fragile Bones
For each 5 damage it takes, the ooze-folk's walking speed is reduced by 5 feet.
Actions
Multiattack
The ooze folk makes one glass longsword attack and one pseudopod attack.
Glass Longsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. If a 1 is rolled on an attack roll with a glass longsword, it shatters and can no longer be used.
Pseudopod
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) acid damage.