Ruby Ooze

Creature Codex (3pp)

Size
Medium
Type
ooze
Alignment
unaligned
AC
9
Hit Points
93 (11d8+44)
Speed
walk 20 ft., climb 20 ft.
Resistances
bludgeoning, piercing, slashing from nonmagical weapons
Immunities
acid, fire
Vulnerabilities
lightning
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, prone
Senses
blindsight 60 ft. (blind beyond this radius)
Passive Perception
8
Challenge
6
STR
14
+2
DEX
8
−1
CON
18
+4
INT
2
−4
WIS
6
−2
CHA
1
−5

Traits

Ambusher

The ooze has advantage on attack rolls against any creature it has surprised.

Amorphous

The ooze can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form

A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 7 (2d6) acid damage.

Any nonmagical weapon made of metal or wood that hits the ooze is coated in a corrosive red slime. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.

Nonmagical ammunition made of metal or wood that hits the ooze is destroyed after dealing damage.

The ooze can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

False Appearance

While the ooze remains motionless, it is indistinguishable from a pile of rubies.

Spider Climb

The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack

The ruby ooze makes two pseudopod attacks.

Pseudopod

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage.

Acid Spray (Recharge 5-6)

The ooze sprays its bright red protoplasm in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, the creature takes 21 (6d6) acid damage and is restrained as its flesh begins to turn into a translucent ruby -like stone. On a success, the creature takes half the damage and isn't restrained. The restrained creature must make a DC 15 Constitution saving throw at the end of its next turn, taking 21 (6d6) acid damage and becoming petrified on a failure or ending the effect on a success.

recharge

D5

Other data

description