

Magma Ooze
Magma ooze resemble moving globules of molten rock and magma. These oozes can be frequently found in volcanic biomes and even on the Elemental Plane of Fire. Just like their relatives, magma oozes are well known for their amorphous appearance, allowing them to squeeze through all but the smallest of openings with little difficulty, despite their large form.
Volcanic Hunters
Like the rest of their kin, magma oozes are solitary hunters that rely on the element of surprise due to their slow speed. These oozes are quite omnivorous as they are able to eat practically anything that they can absorb into their form, including various rocks and crystals often found in their natural habitat. Thanks to their molten form, they are also able to burrow through solid stone leaving molten tunnels in their wake as they eat their way through the surrounding terrain. Regions containing magma oozes often contain complex networks of tunnels created by these oozes that lead to volcanic pools where these creatures rest whenever they are not feeding or exploring.
Magma Ooze Tactics
However, devouring stones and minerals is not enough to supplement the nutritional needs of a magma ooze for they require organic matter to sustain themselves as well. Because of their rather clumsy form, the magma ooze must rely on the element of surprise to capture living prey. Using their ability to change their form at will, magma oozes often climb tunnel walls disguising themselves as volcanic stalactites to drop down on unsuspecting enemies.
Molten Body
The magma ooze's greatest weapon and defense is its body. Thanks to its amorphous form, it is able to absorb creatures smaller than it trapping them within its molten ectoplasm where its superheated acid begins to quickly dissolve their prey. Once a creature is trapped, the magma ooze's only task is to prevent its prey from escaping to let its digestive enzyme finish the job. Typically, when their prey is acquired, the magma ooze will begin to lumber off to a pool of lava where it can finish its meal in safety while also discouraging engulfed creatures from escaping its grasp.
Magma Ooze
Large Ooze, Unaligned
- Armor Class 6 (Natural Armor)
- Hit Points 84 (8d10+40)
- Speed 15ft., burrow 15ft., climb 15ft.
STR DEX CON INT WIS CHA 14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)
- Saving Throws Con +7
- Skills Stealth +0, Perception +0
- Damage Immunities Fire
- Senses blindsense 60ft (blind beyond this radius), passive Perception 11
- Proficiency Bonus +2
- Challenge 3(700 xp)
Amorphous Form The ooze can blind sense move through a space as narrow as one inch without squeezing.
Heated Body When a creature hits the ooze with a melee attack while within 5ft. of it takes 7(2d6) fire damage
Ooze Form The ooze takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the ooze's Engulf and has disadvantage on the saving throw.
Creatures inside the ooze can be seen but have total cover. A creature within 5 feet of the ooze can take an action to pull a creature or object out of the ooze. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 7 (2d6) fire damage.
The ooze can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
False Appearance While motionless, the ooze is indistinguishable from lava
Spider Climb The ooze can climb difficult surfaces, including ceilings, without needing to make an ability check.
Tunneler The ooze can burrow through solid rock and leaves a 5-foot-diameter tunnel in its wake.
Actions
Multiattack. The ooze can make two attacks with its pseudopods
Pseudopod. Melee Weapon Attack: +4 to hit, 10ft., one target. Hit: 7 (2d4+2) acid damage + 7(2d6) fire damage
Magma Burst. The ooze can force creatures in a 10ft. radius around a spot that it can see within 30ft. of it to make a DC 15 Dexterity saving throw. On a failed saving throw, creatures take 14(2d6)fire damage and coated in burned acid. On a successful saving throw, creatures take no damage and are completely unaffected.
Coated creatures take 5(2d4) acid damage at the start of each of its turns unless it uses its action to remove the slime.
Engulf. The ooze moves up to its speed. While doing so, it can enter Large or smaller creature's spaces. Whenever the ooze 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 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 7 (2d6) fire damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 14 (4d6) fire 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 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.
Reaction
Ooze Shift As a reaction, when the ooze takes damage, it can use its reaction to take half damage instead.