Oblex skinwalkers
Oblex skinwalkers are the rarest and most terrifying of their kind thanks to their special ability to morph their true form into nearly any form. These special oozes are able to not only create life-like replicas of their victims but their primary body also has the ability to shapeshift and assume the form of any creature it has seen.
Mobile Doppelgangers
Because of their unique ability, oblex skinwalkers are not limited to operating as silent puppet masters hiding in the shadows, which remains as a primary weakness for the rest of their kind. Instead, it can assume a more active role pursuing and stalking down their prey. Although the oblex skinwalker must remain tethered to its simulacra, it can move freely among other creatures with little difficulty unless a keen observer spots the nearly invisible slimy tether that binds the oblex to its duplicates.
Simulacrum Packs
As a result, these oozes are able to form a small "party" along with its simulacrum. Since their favorite foods are humanoids, they can be found posing as a small group of merchants, travelers, musicians, or even mercenaries. Typically signs of an oblex skinwalker in the vicinity typically involve mysterious disappearances as well as the sudden appearance of strangers coming into town.
Oblex Skinwalker Tactics
Because of their shape-changing abilities, skinwalker oozes are extremely versatile and can thrive in any environment. They can pose as unassuming animals in the remote wilds attacking unsuspecting hunters or in the midst of bustling cities luring new victims to their doom.
Infinite Guises
If one of these disguises are immediately discovered, the oblex has little difficulty assuming an entirely new form to throw off its pursuers or at least confuse them long enough for the oblex to catch them with their guard down. These abilities also serve as the perfect defense as the oblex is able to escape from nearly any situation through a mixture of clever disguises and malleable dexterity.
Oblex Skinwalker
Large Ooze, lawful evil
- Armor Class 14 (Natural Armor)
- Hit Points 85 (10d10+30)
- Speed 20ft., climb 20ft.
STR DEX CON INT WIS CHA 13 (+1) 19 (+4) 16 (+3) 19 (+4) 12 (+1) 15 (+2)
- Saving Throws Dex +7, Con +7, Int +7
- Skills Deception +8, Perception +4, Persuasion +8
- Damage Resistances bludgeoning, piercing, and slashing damage; poison
- Damage Immunities Acid
- Condition Immunities blinded; charmed; deafened; exhausted; prone
- Senses blindsight 120ft. (blind beyond this distance); passive Perception 14
- Languages Any
- Proficiency Bonus +3
- Challenge 7(2900 xp)
Amorphous The oblex can move through a space as narrow as an inch wide without squeezing.
Evasion When the oblex fails a Dexterity saving throw against an effect that deals damage, the oblex takes half damage and none on a success.
Fire Aversion When the oblex takes fire damage, it must succeed a Wisdom saving throw equal to half the fire damage dealt (minimum of 10). On a failed saving throw, the oblex is frightened of the attacker until the end of its next turn.
Mimicry The oblex can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell their imitations with a successful Wisdom (Insight) check against the oblex's Charisma(Deception) check.
Regeneration The oblex regains 20 hit points at the start of its turn if it has at least 1 hit point. If the oblex takes fire damage, this trait doesn't function until the start of the oblex's next turn.
Spider Climb The oblex can climb difficult surfaces, including ceilings, without needing to make an ability check..
Innate Spellcasting
The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At Will Detect Thoughts, Charm Person (5th Level), Hold Person (3rd level), Telekinesis
3/day each Dimension Door, Phantasmal Killer Vitreolic Sphere
Actions
Multiattack. The oblex can make two attacks with its pseudopods
Pseudopod. Melee Weapon Attack: +7 to hit, 10ft., one target. Hit: 14 (4d4+4) acid damage.
Eat Memories The oblex forces a DC 15 Wisdom save against an adjacent creature for27(6d8) psychic damage and becomes memory drained, subtracting a d4 from its abilities checks and attack rolls until it finishes a rest or receives healing or restoration. This die increases by one size the more drained a target gets until they fall unconscious when the die reaches a d20.
An oblex gains all proficiencies of a creature it has memory drained, except for its saving throws.
Destroy Simulacrum The oblex can choose to detonate one of its active Simulacrum. All creatures within 10ft. of the simulacrum must succeed a DC 14 Dexterity saving throw. On a failed saving throw, creatures take 30(12d4) acid damage and half as much on a success.
Bonus Actions
Shapechanger The oblex can use its bonus action to polymorph into a Large or creature it has seen, or back into its true form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Upon using this feature, the oblex can choose to change the appearance of any active simulacra.
Perfect Impersonator As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the living version of the creature it impersonates, though it smells faintly of like ozone. The oblex can impersonate 1d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. Whenever the oblex moves on its turn, its simulacrum can move the same distance in a direction of the oblex's choice while within range. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.
Reactions
Gelatinous Evasion When the oblex takes damage, it can use its reaction to take half damage instead.