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___ ___ >## Half-Drow Gelatinous Cube >*Large ooze, unaligned* >___ >- **Armor Class** 7 >- **Hit Points** 84 (8d10 + 40) >- **Speed** 15 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|5 (–3)|20 (+5)|1 (–5)|6 (–2)|2 (–4)| >___ >- **Condition Immunities** charmed, deafened, exhaustion, frightened, prone >- **Senses** blindsight 10 ft., darkvision 120 ft. (blind beyond this radius), passive Perception 8 >- **Languages** Understands elvish and undercommon, but can't speak >- **Challenge** 2 (450 XP) >___ >***Ooze Cube.*** The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube’s Engulf and has disadvantage on the saving throw. > Creatures inside the cube can be seen but have total cover. > A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. > The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. > >***Sunlight Sensitivity.*** While in sunlight, the cube has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > >***Transparent.*** Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube is surprised by the cube. > >### Actions >***Pseudopod.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) acid damage. > >***Engulf.*** The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. > On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. > On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. > An engulfed creature can try to escape 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 cube. > >***Dancing Lights.*** The cube casts the *dancing lights* spell, requiring no material components. > >***Darkness (Recharge 6).*** The cube casts the *darkness* spell, requiring no material components. > >***Faerie Fire (Recharge 6).*** The cube casts the *faerie fire* spell (save DC 12). > > \pagebreakNum ___ ___ >## Drooze >*Large humanoid (ooze), neutral evil* >___ >- **Armor Class** 16 (shield) >- **Hit Points** 75 (10d10 + 20) >- **Speed** 20 ft., climb 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|18 (+4)|15 (+2)|7 (–2)|9 (–1)|8 (–1)| >___ >- **Saving Throws** Dex +7, Con +5 >- **Skills** Perception +2, Stealth +7 >- **Damage Resistances** acid, cold, fire, slashing >- **Damage Immunities** lightning >- **Condition Immunities** deafened, exhaustion >- **Senses** darkvision 120 ft., blindsight 5 ft., passive Perception 12 >- **Languages** Elvish, Undercommon >- **Challenge** 6 (2300 XP) >___ >***Amorphous.*** The drooze can move without squeezing through any opening large enough for its weapons and shield to pass, or a space as narrow as 1 inch wide if it leaves its equipment behind. > >***Fey Ancestry.*** The drooze has advantage on saving throws against being charmed, and magic can’t put the drooze to sleep. > >***Innate Spellcasting.*** The drooze's innate spellcasting ability is Charisma (spell save DC 10, +2 to hit with spell attacks). It can innately cast the following spells, requiring no material components: > >At will: *dancing lights* >1/day: *darkness*, *faerie fire* > >***Sunlight Sensitivity.*** While in sunlight, the drooze has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > >***Corrosive Form.*** A creature that touches the drooze or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the drooze corrodes. 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 drooze is destroyed after dealing damage. > The drooze can eat through 2-inch-thick, nonmagical wood or metal in 1 round. > >### Actions >***Shortsword.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage plus 10 (3d6) acid damage. > >***Hand Crossbow.*** *Ranged Weapon Attack:* +7 to hit, range 30/120 ft., one creature. *Hit:* 7 (1d6 + 4) piercing damage, plus 10 (3d6) acid damage. > >### Reactions >***Split.*** When a drooze that is Medium or larger is subjected to lightning or slashing damage, it splits into two new droozes if it has at least 10 hit points. Each new drooze has hit points equal to half the original drooze's, rounded down. New droozes are one size smaller than the original drooze. > >