The Necronomicon
The oldest and strongest emotion of mankind is fear,
and the oldest and strongest kind of fear
is fear of the unknown.
Slimes and Oozes
Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.
Oozes’ lack of intelligence might lead some to think that the only tactics available are mindless roaming and seeking to consume anything in their path. However, what they lack in brains, they make up in other ways.
Taking cues from the natural world suggests some clever tactics. Jellyfish, for example, demonstrate a cohesive, almost hivemind-like symbiosis; they can sense their surroundings and gather together in groups. Use this to make attacks from multiple directions or unexpected angles.
A group of ochre jellies living deep underground might congeal together to into a supercolony for sustenance, survival, or as a method to make an unusual attack. and when that trick has been played, they can divide again in a surprise action, suddenly giving the party more targets to worry about.
One of the abilities shared by all oozes (except gelatinous cubes) is amorphous. The ability to move through a space down to 1 inch wide is a huge tactical advantage in a dungeon environment. Use this advantage to strike at characters from cracks in walls or under doors and around corners. It can also provide an excellent avenue of escape under a locked door or into a pile of loose rock.
If controlled by a devious opponent, oozes might travel the dungeon and work together, combining their advantages in clever ways. Placing an ooze vulnerable to heat and fire in an area covered in brown mold works due to their ability to cool their immediate surroundings and reduce heat. A gelatinous cube that has devoured a breakable container of green slime can be a nasty surprise just when the party thinks it has destroyed the cube. You can mix and match tactics for truly nasty threats.
Amber Ooze
Arboreal Variety
Meandering through forests, this ooze is made from the ancient sap that comes from magical trees. Small birds and rodents float in the sap, perfectly preserved.
Arboreal Origins. With magical trees comes magical sap. An amber ooze is created when a magical tree, usually a treant, is felled or drained of its sap. Most amber oozes are large, orange blobs of sap that pick up anything they come across.
Preserved Innards. While most oozes are made of corrosive materials and dissolve their prey, the amber ooze subsists on dead plant matter and preserves animals inside it. Though unintelligent, amber oozes contain a portion of their progenitor tree’s desire to protect life in the forest. If an amber ooze comes across a living creature, it immediately attempts to engulf the creature to preserve it.
Ooze Nature. An amber ooze doesn’t require sleep.
Magical Construct Variety
This creature resembles a small pool of liquid the color and consistency of mead.
Amber oozes were created by an evil wizard as a means of gaining control over the elders of a powerful city. He bred many of the creatures in secret and sealed them into kegs of ale, then hired merchants to distribute this ale throughout the city. The wizard was ultimately slain and the city saved by a band of heroic adventurers.
Unknown to the adventurers, the merchants had wanted to line their own pockets without the knowledge of their employer. Unaware of the plot they sold some of the kegs of ale in illegal markets. Now, many of the kegs containing amber oozes have been shipped to other cities and the creatures are spreading. When an amber ooze divides, one of the new creatures seeps out of the keg to find its own lair. Stacked in rows with other kegs of uncontaminated ale, amber oozes can quickly take over a storeroom or pantry.
An amber ooze is approximately 1 foot in diameter and is a dark amber color. The designs of the mad mage even provided the amber ooze with the scent of mead or heady ale. Amber oozes can lay in a state of hibernation for years, coming out of it only to replicate – a process they undergo once every few months – or when they are alerted by movement of the keg.
When a keg containing an amber ooze is tapped, the creature makes its way to the opening. Within the drawing of a few drinks, the amber ooze squeezes out of the tap and into the mug. As soon as the victim drinks, the ooze forces itself down the victim’s throat and into its belly.
Amber Ooze, Tiny
Tiny ooze, unaligned
- Armor Class 8
- Hit Points 13 (3d4 + 6)
- Speed 10ft., climb 10 ft.
STR DEX CON INT WIS CHA 12 (+1) 8 (-2) 14 (+2) 1 (-5) 1 (-5) 1 (-5)
- Damage Immunities acid
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 5
- Languages -
- Challenge 1/2 (100 XP)
False Appearance. The amber ooze is indistinguishable from a pint of ale or mead as long as it does not move.
Infuse. A victim that has ingested an amber ooze must make a DC 12 Constitution saving throw. On a successful saving throw, the amber ooze is expelled from the host’s body into an unoccupied space within 5 feet of the host. On a failed saving throw, the amber ooze infuses itself into the host’s body. The amber ooze has total cover from effects outside the host’s body, and is blind and deafened. While the amber ooze is infused, the host creature must succeed on a DC 12 Constitution saving throw at the beginning of each of its turns. On a failed saving throw, the host takes 7 (2d6) acid damage, or half as much damage on a successful saving throw. If this damage drops to host to 0 hit points, its insides are liquefied and another amber ooze is created. An amber ooze can be forcibly removed with magic such as lesser restoration.
Actions
Attach. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: The amber ooze attaches to the target. While attached, the amber ooze makes its way up the body using its movement and attempts to infuse itself into a new host. A creature can use its action to attempt a DC 11 Strength (Athletics) check to pull the ooze from the creature it is attached to.
Amber Ooze, Large
Large ooze, unaligned
- Armor Class 7
- Hit Points 76 (9d10 + 27)
- Speed 20ft.
STR DEX CON INT WIS CHA 16 (+3) 5 (-3) 17 (+3) 1 (-5) 6 (-2) 1 (-5)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages -
- Challenge 4 (1,100 XP)
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Arboreal Movement. The ooze can move through trees as if they were difficult terrain. Creatures preserved inside of it are expelled into unoccupied spaces within 5 feet of the tree when the amber ooze moves in this way. The amber ooze can end its turn inside a tree, but it is expelled into an unoccupied space within 5 feet of the tree if the tree is destroyed.
Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The amber ooze uses its Engulf. It then makes two pseudopod attacks.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a plant or plant creature, it also takes 3 (1d6) acid damage.
Engulf. The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever the ooze enters a creature’s space, the creature must make a DC 13 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 is engulfed. The engulfed creature can’t breathe, is restrained, and, after 1d4 rounds, the creature is petrified. A creature petrified by the ooze remains petrified until 24 hours after it exits the ooze. 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 13 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.
BLOOD-BORNE OOZE
Blood-borne oozes form when ambient necrotic energy seeps into the blood of a corpse. Hunger drives these creatures to slither from their rotting birthplace, seeking to feed on the bodily fluids of a living victim—from the inside.
Outside a host body, a blood-borne ooze resembles a gelatinous pool of blood mixed with other bodily ichor. The ooze’s ability to permeate skin—living or dead— allows them to infect unsuspecting mourners, coroners, gravediggers, or other individuals who frequent cemeteries.
Hidden Parasites. Whenever possible, a blood-borne ooze prefers to feed stealthily, inhabiting a host and draining their vitality over an extended period. Through careful feeding, an ooze can exist inside the same host for weeks before symptoms become apparent. Even then, the cause is commonly misdiagnosed until it’s too late.
BLOOD-BORNE OOZE
Tiny Ooze, Neutral Evil Ambusher
- Armor Class 13 (natural armor)
- Hit Points 14 (4d4 + 4)
- Speed 20ft.
STR DEX CON INT WIS CHA 8 (−1) 15 (+2) 13 (+1) 1 (−5) 10 (+0) 2 (−4)
- Skills Stealth +4
- Condition Immunities blinded, charmed, deafened, exhaustion, flanked, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
- Languages -
- Challenge 1/4 (50 XP)
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. While the ooze remains motionless, they are indistinguishable from a pool of blood.
Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) necrotic damage. If the target is a creature who isn’t a Construct or Undead, they must succeed on a DC 11 Constitution saving throw or the ooze melds into the target’s body. While inside a creature, the ooze has total cover against attacks and other effects originating outside that host.
If the host creature takes 5 damage or more on a single turn from a source other than the ooze, the ooze must succeed on a DC 12 Constitution saving throw at the end of that turn or exit the host, entering the nearest unoccupied space of the ooze’s choice. A cure ailment power, protection from poison spell, or lesser restoration spell cast on the host also forces the ooze out. By spending 5 feet of their movement, the ooze can voluntarily leave the host’s body.
Crimson Feast (Inside Host Only). The ooze consumes their host creature’s bodily fluids. The host must make a DC 11 Constitution saving throw. On a failed save, the host takes 5 (2d4) necrotic damage and is poisoned until the end of their next turn. On a successful save, the host takes half as much damage and isn’t poisoned.
Dipsa
Except for a pair of tiny fangs, the entire body of this yellowish-green worm looks like a ropey tangle of slime-covered tubes and puddles of mucus.
Anesthetic Ooze. Many jungle clans believe the dipsa is an eyeless snake, but it is a tubular ooze with a lethal poisonous bite. The dipsa’s venom has an anesthetic quality that allows the ooze to cling to creatures and slowly turn their innards to jelly without being noticed until the victim falls down dead. Once the poison’s numbing property wears off, however, victims report an agonizing sense of burning from the inside out.
Tiny Fangs. A dipsa’s undulating movement evokes that of a snake as much as its serpentine form, but close examination reveals that it has neither bones nor internal organs, only tiny fangs of the same color and substance as the rest of its body. A dipsa never exceeds 1 foot in length. Its coloration oscillates between sickly hues of yellow or green.
Gelatinous Eggs. Dipsas are hermaphroditic. When two dipsas breed, they leave behind about 100 gelatinous eggs in a small puddle of highly acidic milt. A dozen become fertilized and survive long enough to hatch, after which they immediately devour the others.
Dipsa
Tiny ooze, unaligned
- Armor Class 15
- Hit Points 27 (6d4 + 12)
- Speed 20 ft., climb 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 18 (+4) 2 (–4) 4 (–3) 1 (-5)
- Skills Stealth +7 (+9 in swamp terrain)
- Damage Resistances acid
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages -
- Challenge 1/4 (50 XP)
Amorphous. The dipsa can move through a space as narrow as 1 inch wide without squeezing.
Discreet Bite. The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. A creature bitten must succeed on a DC 15 Wisdom (Perception) check to notice the attack or any damage taken from it.
Translucent. The dipsa can take the Hide action as a bonus action on each of its turns.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the dipsa’s space. Hit: 1 piercing damage, and the dipsa attaches to the target. A creature with a dipsa attached takes 3 (1d6) acid damage per round per dipsa, and it must make a successful DC 12 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. This reduction to a creature’s hit point maximum lasts until it is affected by a lesser restoration spell or comparable magic.
Gelatinous Cube
A gelatinous cube, also known as an athcoid, is a transparent ooze composed of mindless, gelatinous matter in the shape of a cube or rhombohedron.
Typically, a gelatinous cube measures between 10 to 15 feet on a side and weighs as much as 50,000 pounds, although legends exist of much larger cubes. The creature is completely transparent, with only a glint of its surface in the light to give away its position. The occasional random object floating in a well fed gelatinous cube's body could also serve as a warning of its presence to dungeon delvers.
Remarkably moldable, they can flow around objects and through narrow passages, quickly returning to their shapes once enough space is available.
Mindless predator. It silently roams ancient crypts and vaults in regular, predictable patterns. As they travel the halls of old ruins, they absorb any material in their paths from the floors and walls. Although incapable of climbing walls, particularly large gelatinous cubes could also absorb mold and moss from ceilings. Organic material is quickly dissolved in the acidic ooze that make up the cube's body, while bones and inorganic matter spend some time floating within the creature until eventually expelled. As they slide through the corridors, leaving behind a perfectly clean path, except for an occasional slimy trail.
Reproduction. Gelatinous cubes reproduce asexually by either dividing themselves into two smaller cubes of equal sizes or via budding. In the second case, a smaller, rubbery cube is excreted into a side corridor or on a pile of refuse, and left to fend for itself until it grows into a full-sized cube. These smaller cubes are not cared for and run the risk of being absorbed by their own parents on their next trip down the corridor. Surviving young cubes then rapidly grow to adult sizes.
"The dungeon's floors were spotless. That should have been our first clue."
— Jaster Hollowquill, on his exploration of Undermountain.
Gelatinous Cube
Large ooze, unaligned
- Armor Class 6
- Hit Points 84 (8d10 + 40)
- Speed 15 ft.
STR DEX CON INT WIS CHA 14 (+2) 3 (-4) 20 (+5) 1 (–5) 6 (-2) 1 (-5)
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages -
- 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.
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.
Ion Slime
A dull grey blob slogs through the submerged corridor. As it passes over a hidden lightning rune, it sparks to life, pulsating electric blue and becomes supercharged, racing around the hall.
Ion slimes are oozes born from magic-infused saltwater, questionable alchemical operations, or cast-off swamp lightning from foxfire oozes. With compact forms and coloring that reflects the current positively or negatively charged state of the ooze, ion slimes can be difficult to spot when submerged. Whether manmade, magical, or from naturally occurring bioelectricity, these wandering dynamos seek out and feed on electrical energy.
Forms in Flux. An ion slime lives most of its life in a negatively charged, dampened form. While in this form it moves sluggishly and with a hungry, searching curiosity. If it finds a power source or is struck by lightning, it enters a positive, supercharged state. While supercharged, an ion slime is faster and much more difficult to catch. An ion slime, with its amorphous form, is unstable and holds a charge for only a handful of seconds. If the ion slime doesn’t find a suitable target before the supercharged state ends, it suffers painful feedback as the electricity grounds out internally, and it returns to its dampened form.
Ion Slime
Small ooze, unaligned
- Armor Class 13
- Hit Points 112 (15d6 + 60)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 18 (+4) 2 (–4) 4 (–3) 1 (-5)
- Skills Stealth +6
- Damage Vulnerabilities cold
- Damage Resistances thunder
- Damage Immunities acid, lightning
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
- Languages -
- Challenge 5 (1,800 XP)
Amorphous. The ion slime can move through a space as narrow as 1 inch wide without squeezing.
Ionic Form. Whenever the ion slime is subjected to lightning damage, it takes no damage and instead regains hp equal to the lightning damage dealt. The slime’s Supercharge action then recharges. If the ooze takes cold damage while supercharged, it must roll a d6. On a 1 or 2, it loses the supercharged state.
Ooze Nature. The ion slime doesn’t require sleep.
Spider Climb. The ion slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The ion slime makes two Pseudopod attacks.
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning plus 9 (2d8) lightning damage.
Discharge (Supercharged Only). The ion slime sends a shock of lightning through its supercharged pseudopod at one creature it can see within 5 feet of it, ending the supercharged state. The target must make DC 15 Constitution saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. Three bolts of lightning then leap to as many as three targets, each of which must be within 20 feet of the first target. A target can be a creature or an object and each can be targeted by only one of the bolts. Each target must make a DC 15 Constitution saving throw, taking 13 (3d8) lightning damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Charged Motion (Supercharged Only). The ion slime takes the Dash or Dodge action.
Supercharge (Recharge 5–6). The ion slime gathers ambient electricity to supercharge itself for 3 rounds. While supercharged, the ion slime gains a +2 bonus to its AC, and it gains an additional action on each of its turns. At the end of the third round, if the slime hasn’t used the Discharge action, it suffers feedback, taking 18 (4d8) force damage. Its supercharged state then ends.
Magma Ooze
This creature appears to be a pool of bubbling and churning molten rock.
A magma ooze is encountered primarily on the Material Plane but is thought to have its origins on the Plane of Fire. They are almost always found in or near volcanoes and other warm or hot places. Magma oozes do not approach water and are never found near such sources. Magma oozes can grow to a length of 10 feet, with a thickness of about 6 inches.
Magma Ooze
Large ooze, unaligned
- Armor Class 7 (natural armor)
- Hit Points 85 (9d10 + 36)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 16 (+3) 4 (-3) 18 (+4) 1 (-5) 6 (-2) 1 (-5)
- Damage Immunities acid, cold, fire, lightning, poison, psychic, slashing
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages -
- Challenge 6 (2,300 XP)
Amorphous. The magma ooze can move through a space as narrow as 1 inch wide without squeezing.
Superheated. Creatures that touch the magma ooze take 7 (2d6) fire damage. Any nonmagical weapon used to attack the magma ooze melts and warps. 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 that hits the ooze is destroyed after dealing damage. The ooze can melt through 2-inch-thick, nonmagical wood or metal in 1 round.
Spider Climb. The magma ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage plus 28 (8d6) fire damage. In addition, any nonmagical armor worn by the target is partially burned and melted and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Reactions
Split. When a magma ooze that is Medium or larger is subjected to slashing damage, it splits into two new magma oozes if it has at least 10 hit points. Each new magma ooze has hit points equal to half the original ooze’s, rounded down. New oozes are one size smaller than the original magma ooze.
Metallic Ooze
A metallic ooze appears as a 9-foot blob of protoplasm of varying hue and color, and come in a variety of sizes and colors: gold, silver, platinum, copper, brass, or bronze. Regardless of the color or size, metallic oozes resemble large piles of coins. The oozes use their appearance to lure would-be treasure hunters to their doom. Because of this, they are sometimes referred to as hoard oozes. Its form is coarse and rough giving it the appearance of piles of coins. A metallic ooze can flatten its body in order to squeeze through spaces and cracks where it normally could not go.
A metallic ooze can be found virtually anywhere, though it tends to inhabit dungeons, ruined temples, castles, and other buildings where treasure seekers seem to enjoy perfecting their craft. From a distance of 30 feet or more, a metallic ooze resembles a pile of loose coins (of whatever type its coloration most closely resembles). A creature can attempt a DC 20 Perception check to notice the ooze for what it is. This monster does not collect treasure, but the remnants of living creatures that meet their demise at the hands of this creature are often found scattered about its lair.
A metallic ooze lies still until it detects a potential meal within range. It then forms a pseudopod and pummels the opponent. Creatures killed by a metallic ooze are devoured. While a metallic ooze can cling to walls and ceilings (and often does drop on unsuspecting prey), it prefers to wander dungeon corridors and such on the ground, often waiting in one spot until living prey wanders too close.
Metallic Ooze
Large ooze, unaligned
- Armor Class 9 (natural armor)
- Hit Points 95 (10d10 + 40)
- Speed 20 ft., climb 10 ft.
STR DEX CON INT WIS CHA 17 (+3) 5 (-3) 19 (+4) 2 (-4) 6 (-2) 1 (-5)
- Skills Stealth +3
- Damage Immunities acid
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages -
- Challenge 5 (1,800 XP)
False Appearance. The metallic ooze is indistinguishable from a pile of coins as long as it remains motionless.
Irritating Fumes. If a metallic ooze takes fire damage, it emanates a cloud of semi-transparent vapor that irritates the eyes and respiratory system of living creatures within 10 feet of it. All creatures other than undead or constructs within the area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) acid damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The cloud disperses in 1 minute, or can be dispersed by a moderate or greater wind.
Spider Climb. The metallic ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 18 (4d8) acid damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.
Mineral Ooze
Stone colored and amorphous, this creature skulks along the rock floor.
Its body appears wet and oily, though an unusual crystalline pattern decorates the surface.
Subterranean Menace. A mineral ooze is a slime that hardens into solid rock after it engulfs its target, making escape much more difficult as it slowly digests the creature.
Earthy Consistency. The mineral ooze has a high concentration of silicates and crystal, which appear on
the surface of the creature when it is in its gelatinous
form. When it engulfs a creature, these minerals are pushed to the surface, where they harden quickly, trapping the creature. The ooze reverts to its liquid form after it has finished digesting the creature or if the creature escapes.
Ooze Nature. A mineral ooze doesn’t require sleep.
Mineral Ooze
Large ooze, neutral
- Armor Class 9
- Hit Points 76 (8d10 + 32)
- Speed 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 18 (+4) 1 (-5) 5 (-3) 3 (-4)
- Damage Immunities acid, cold, fire
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
- Languages -
- Challenge 3 (700 XP)
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Mineralize. As a bonus action when it has encased a creature, the ooze hardens the minerals in its body, turning the surface of its body into a stone-like material. While mineralized, the ooze has a walking speed of 5 feet, and it has resistance to bludgeoning, piercing, and slashing damage. The ooze remains mineralized until the creature it has encased dies, or until the ooze takes a bonus action to end it.
Actions
Multiattack. The mineral ooze makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the ooze uses its Encase on the target.
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3 (1d6) acid damage.
Encase. The mineral ooze encases a Medium or smaller creature grappled by it. The encased target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the ooze’s turns or take 7 (2d6) acid damage. If the ooze moves, the encased target moves with it. The ooze can have only one creature encased at a time. An encased creature can try to escape by taking an action to make a DC 12 Strength check. The creature has disadvantage on this check if the ooze is mineralized. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. Alternatively, a creature within 5 feet of the ooze can take an action to pull a creature out of the ooze. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 7 (2d6) acid damage. The creature making the attempt has disadvantage on the check if the ooze is mineralized.
Putrescent Slime
As a rat moves to an algae-filled pool of water to take a drink, the pool suddenly comes to life and devours the rat.
Putrescent slimes form in large pools of fetid water and are often mistaken for algae by neophyte explorers in the depths of the world.
Pool Feeders. Putrescent slimes lurk in dank pools, only attacking desperate creatures that drink from their homes. As their prey decomposes in the water, the putrescent slime slowly digests the disgusting morass.
Ooze Nature. A putrescent slime doesn’t require sleep.
Putrescent Slime
Medium ooze, unaligned
- Armor Class 8
- Hit Points 45 (6d8 + 18)
- Speed 20 ft., swim 10 ft.
STR DEX CON INT WIS CHA 12 (+1) 8 (-2) 16 (+3) 1 (-5) 6 (-2) 1 (-5)
- Damage Immunities acid, poison
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages -
- Challenge 1 (200 XP)
Amorphous. The putrescent slime can move through a space as narrow as 1 inch wide without squeezing.
Stench. Any creature that starts its turn within 5 feet of the putrescent slime must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the putrescent slime’s Stench for 24 hours.
Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage plus 3 (1d6) poison damage.
Stunjelly
Stunjellies hide within larger subterranean complexes, where they often disguise themselves by flattening themselves against walls to rely on their translucent gray color to blend in with the background. Mindless things, the stunjelly waits until a living creature comes close before reaching out and attacking with its pseudopodia. They secrete a weak acid that carries a virulent venom that causes paralysis. Wise delvers know to back up when they smell vinegar, a byproduct of the paralyzing acid reacting with air.
Stunjelly
Large ooze, unaligned
- Armor Class 9
- Hit Points 57 (6d10 + 24)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 14 (+2) 9 (-1) 18 (+4) 1 (-5) 6 (-2) 1 (-5)
- Damage Resistances piercing
- Damage Immunities acid, cold, lightning, poison
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages -
- Challenge 3 (700 XP)
Amorphous. The stunjelly can move through a space as narrow as one inch wide without squeezing.
Corrosive Form. A creature that touches the stunjelly or hits it with a melee attack while within five feet of it takes 7 (2d6) acid damage. Any nonmagical weapon made of wood or other organic material that hits the stunjelly partly dissolves. After hitting the stunjelly, the weapon takes a permanent and cumulative -1 to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of wood (or other organic material) that hits the stunjelly is destroyed after dealing damage.
Engulfing. When the stunjelly hits a creature with a Slam attack, it may make one Engulf attack against that creature as a bonus action.
Spider Climb. The stunjelly can climb difficult surfaces, including hanging upside down on ceilings, without needing to make an ability check.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) acid damage. If the target is a creature, it must make a DC 14 Constitution saving throw. On a failed save, the creature is paralyzed for one minute. The creature may repeat this saving throw at the end of each of its turns, ending the paralysis on itself on a success. If the creature is wearing armor made of leather or other organic material when hit by the stunjelly, that armor is partly dissolved and takes a permanent and cumulative -1 to the Armor Class it offers. The armor is destroyed if the penalty reduces its Armor Class to 10.
Engulf. The stunjelly attempts to engulf one creature of size Large or smaller within five feet of it. The creature must make a DC 15 Dexterity saving throw. On a failed save, the stunjelly enters the creature’s space, and the creature takes 7 (2d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and must succeed on a DC 14 Constitution saving throw or be paralyzed for one minute. The creature may repeat this Constitution saving throw at the end of each of its turns, ending the paralysis on itself on a success. At the start of each of the stunjelly’s turns, the engulfed creature takes 14 (4d6) acid damage, and any equipment it is carrying made of leather or other organic material is partly dissolved (see Slam above). When the stunjelly moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within five feet of the stunjelly. The stunjelly may only engulf one Large, two Medium, or four Small or smaller creatures at one time.
Swampgas Bubble
A semi-permeable bubble surrounds a blue-tinged gas. The bubble jauntily bobs in the air.
Consumers of Exhaled Gases. Swampgas bubbles feed on concentrated exhalations from living creatures. They surround their victims’ heads and extract these gases, usually in copious quantities as their victims panic and breathe harder.
This leads many to believe the bubbles are sadistic. However, encounters with swampgas bubbles are rarely fatal, since the bubbles typically sate themselves by the time their prey falls unconscious, losing interest as the creature’s breathing slows.
Attracted to Fire. A swampgas bubble is instinctively drawn to fire, even though they are highly flammable. Its susceptibility to fire makes it relatively easy to dispatch, but its explosive ending makes the use of fire risky for its foes. In fact, this form of death, accompanied by a beautiful burst of blue light, is just part of the bubble’s overall lifecycle. Its outer layer hardens and shatters, and the remaining bits fall into the swamp where they grow and encase swamp gasses, developing into new swampgas bubbles.
Ooze Nature. A swampgas bubble doesn’t require sleep.
Swampgas Bubble
Medium ooze, unaligned
- Armor Class 8
- Hit Points 59 (7d8 + 28)
- Speed 20 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 16 (+3) 7 (-2) 18 (+4) 1 (-5) 10 (+0) 3 (-4)
- Damage Vulnerabilities fire
- Damage Immunities bludgeoning, poison
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
- Languages -
- Challenge 2 (450 XP)
Bludgeoning Bounce. Whenever the swampgas bubble is subjected to bludgeoning damage, it takes no damage and instead is pushed up to 10 feet away from the source of the bludgeoning damage. If the bubble is subjected to bludgeoning damage while attached to a creature, the bubble must succeed on a DC 13 Strength saving throw or detach from the creature and be pushed up to 5 feet away.
Fiery Death. If the swampgas bubble has half its hp or fewer and takes any fire damage, it dies explosively. Each creature within 20 feet of the bubble must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) poison damage.
Suffocating Grasp. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is Medium or smaller, the swampgas bubble attaches to the target’s head, and the target is blinded while the bubble is attached. While attached, the bubble can’t make pseudopod attacks against the target. At the start of each of the bubble’s turns, the target takes 9 (2d8) poison damage and begins suffocating as it breathes in the poisonous gases within the bubble. A creature is affected even if it holds its breath, but creatures that don’t need to breathe aren’t affected. The bubble can detach itself by spending 5 feet of its movement. It does so if its target falls unconscious or dies. A creature, including the target, can take its action to detach the bubble by succeeding on a DC 13 Strength check.
Oozing Guardian
The creature sometimes referred to as "the oozing guardian" or simply "the guardian" is a protoplasmic entity that watches over scared places where strange deities were worshipped aeons ago. Some say that these creatures were specifically created to guard these sites, other claim that those who entered such a temple without permission were turned into a guardian or absorbed by an existing one.
- trial
- test
- indeed
From The Tale of Satampra Zeiros, Clark Ashton Smith, 1929
Oozing Guardian
Large ooze, chaotic evil
- Armor Class 16 (natural armour)
- Hit Points 187 (22d10+66)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 6 (-2) 14 (+2) 5 (-3)
- Damage Immunities acid, psychic, slashing
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60ft., passive Perception
- Languages -
- Challenge 12 (8,400 XP)
Amorphous. The oozing guardian can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The oozing guardian can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The oozing guardian makes four pseudopod attacks.
Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 26 (4d10+4) bludgeoning damage plus 11 (2d10) psychic damage.
Face of Madness. The guardian produces a face. Each creature within 60 feet of the guardian that can see its face must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this guardian's Face of Madness for the next 24 hours.
Prismatic Ooze
When powerful mages experiment with magic, strange and terrible creations are the inevitable result. The prismatic ooze is one potential consequence of such eldritch tinkering. Shimmering with vibrant iridescent colors, a prismatic ooze dazzles its victims before subjecting them to a myriad of harmful magical effects.
In rare cases, a prismatic ooze can spontaneously appear in areas of strong primal magic. Some fey realm explorers have given accounts of spotting island-sized prismatic oozes soaring high in the sky above, though, thankfully, no such behemoths have yet made it to the Material Plane.
Prismatic Ooze
Large ooze, unaligned
- Armor Class 14 (natural armor)
- Hit Points 375 (30d10 + 210)
- Speed 25 ft., fly 25 ft.
STR DEX CON INT WIS CHA 126 (+8) 6 (-2) 25 (+7) 1 (-5) 10 (+0) 1 (-5)
- Saving Throws Int +1, Wis +6, Cha +1
- Damage Immunities see Prismatic Nature
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone; see Prismatic Nature
- Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10
- Languages -
- Challenge 20 (25,000 XP)
Prismatic Nature. The ooze coruscates with 7 colors. Each color provides it an immunity, and is vulnerable to certain spells or effects. When targeted by one of the effects below, the ooze makes a Constitution saving throw against the caster’s spell DC. On a failure, the effect counteracts the corresponding color of the ooze, causing the ooze to lose the corresponding immunity. A color is counteracted even if the ooze is immune to the counteracting effect.
- Red. Immunity to fire damage and to nonmagical ranged attacks. Counteracted by: 25 or more cold damage.
- Orange. Immunity to magical ranged attacks. Counteracted by: strong wind.
- Yellow. Immunity to acid, lightning, necrotic, and radiant damage. Counteracted by: 60 or more force damage.
- Green. Immunity to poison damage. Counteracted by: a passwall spell or another spell that can open a portal on a solid surface.
- Blue. Immunity to cold damage. Counteracted by: 25 or more fire damage.
- Indigo. Immunity to divination effects. Counteracted by: bright light shed by a daylight spell or a similar spell of equal or higher level.
- Violet. No immunity granted. Counteracted by: dispel magic or other spell that ends magic effects.
Prismatic Touch. A creature touched by the ooze’s pseudopod or grappled by it at the start of the ooze’s turn experiences an additional effect based on the ooze’s current predominant color. The creature is then immune to Prismatic Touch until the start of the ooze’s next turn. Roll 1d8 to determine what color affects the target. If the color has been counteracted (see Prismatic Nature), then the touch has no additional effect. Each color allows a DC 21 saving throw to avoid the effect. 1. Red. 10 (3d6) fire damage (Dexterity save) 2. Orange. 13 (3d8) acid damage (Dexterity save) 3. Yellow. 14 (4d6) lightning damage (Dexterity save) 4. Green. 7 (2d6) poison damage and poisoned for 1 minute (Constitution save) 5. Blue. 18 (4d8) cold damage (Dexterity save) 6. Indigo. Flesh to stone (no concentration necessary) 7. Violet. blinded (Wisdom save). On a failed save, the target repeats the saving throw at the start of the ooze’s next turn. A successful save ends the blindness. On a failed save, the creature is transported to another plane of the GM’s choosing and is no longer blinded. 8. Potent Strike. Roll twice, rerolling duplicates or results of 8.
Actions
Multiattack. The ooze can use Dazzling Burst. It then attacks three times with its pseudopod. It can replace one attack with Consume Magic.
Pseudopod. Melee Weapon Attack: +14 to hit, reach 25 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. If the target is a creature, it is grappled (escape DC 24) and subjected to the ooze’s Prismatic Touch.
Consume Magic. If the ooze is grappling a creature affected by an ongoing spell or spells, the ooze attempts to dispel the highest-level spell. It makes a Constitution check against a DC equal to 10 + the spell’s level. On a success, the spell ends and the ooze regains 33 (6d10) hit points.
Dazzling Burst (Recharge 6). Each creature within 30 feet that can see the ooze must make a DC 21 Constitution saving throw. On a failure, a creature is blinded until the end of its next turn.
The Voice of Beyond
The Voice of Beyond is an intruder in this world, dreamed into being by entropic and malignant forces. The land near bears the signs of its presence: silence and torpor, which only make it easier for the Voice of Beyond to feed upon them.
Innately Destructive. The Voice of Beyond’s presence in a region is inimical to the growth, health, and mental acuity of every kind of creature, save those entities that share its nature. When it is passive, nothing can thrive; when it is active, it destroys the very concept of form, disintegrating matter with a touch. Though it cannot destroy a soul, it can corrupt them with undeath.
No Drive Save Existence. For all of its power to ruin life, form, and thought, the Voice of Beyond has no driving goal except sustaining its own catastrophic existence. When it has fed upon and blighted everything in an area, it moves on and the annihilation begins anew.
Regional Effects
The region around the Voice of Beyond is marked with its power, which creates the following effects.
-
Aura of Lassitude. Creatures that complete a short or long rest within 1 mile of the Voice of Beyond must make a DC 20 Charisma saving throw. On a failure, the creature suffers disadvantage on all Wisdom and Charisma saving throws until it completes a long rest, and it does not willingly travel farther than a mile from where it was when it failed the saving throw. Dispel evil and good (used to break an enchantment), greater restoration, or more powerful magic can end this effect.
-
Blight. Plant and animal life is blighted within 6 miles of the Voice of Beyond.
-
Master over Death. Sentient creatures that die within 1 mile of the Voice of Beyond rise immediately as wraiths.
The Voice of Beyond
Gargantuan ooze, chaotic neutral
- Armor Class 21 (magical force)
- Hit Points 594 (36d20 + 216)
- Speed 40 ft., fly 120 ft.
STR DEX CON INT WIS CHA 8 (-1) 27 (+8) 22 (+6) 16 (+3) 20 (+5) 21 (+5)
- Saving Throws Charisma+12
- Skills Nature +10, Perception +12, Stealth +15
- Damage Vulnerabilities force
- Damage Resistances lightning, necrotic, bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities acid, cold, fire, poison, thunder
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses blindsight 200 ft., passive Perception 22
- Languages Common (cannot speak)
- Challenge 22 (41,000 XP)
Colossal Creature. The Voice of Beyond is a creature far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to the Voice. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to the Voice with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. The Voice deals double damage to objects and structures. They ignore normal difficult terrain, and treat thick forests, settlements, or mountains as difficult rather than impassable terrain.
Amorphous. The Voice of Beyond has no shape of its own. It is immune to polymorph effects.
Incorporeal Movement. The Voice of Beyond can move through other creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.
Legendary Resistance (3/Day). If the Voice of Beyond fails a saving throw, it can choose to succeed instead.
Vulnerability to Force Effects. The Voice of Beyond suffers disadvantage on all saving throws against effects that deal force damage. Its aura of lassitude and feed abilities are blocked by creations of magical force.
Actions
Incorporeal Trample. When the Voice of Beyond moves, it can spend its action to use Disintegrating Touch against every creature in its path. Opportunity attacks provoked by this movement are made with disadvantage and cannot change the Voice of Beyond’s speed.
Disintegrating Touch. The Voice of Beyond chooses one creature or object that it can see within 120 feet. The creature must succeed on a DC 21 Dexterity saving throw, or take 106 (19d6 + 40) force damage. If this damage reduces the target to 0 hit points, its body becomes a pile of fine gray dust. Unlike other disintegration effects, the Voice of Beyond’s disintegrating touch does not automatically destroy creations of magical force.
Feed. The Voice of Beyond chooses one living creature within 1000 feet. This does not require line of effect, but cannot target the same creature more than once per day. The creature makes a DC 21 Charisma saving throw. On a failure, the target suffers 70 (20d6) necrotic damage, and its maximum hit points are reduced by the same amount. On a success, it suffers half damage and its maximum hit points are not reduced. If this damage reduces a creature to 0 hit points, it becomes a desiccated corpse and rises as a wraith under the Voice of Beyond’s control at the start of its next turn.
Legendary Actions
The Voice of Beyond can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Voice of Beyond regains spent legendary actions at the start of its turn.
Disintegrating Touch. The Voice of Beyond makes one disintegrating touch attack.
Detect. The Voice of Beyond makes a Wisdom (Perception) check.
Recover. The Voice of Beyond regains 75 hit points. If it has used Feed since the beginning of its previous turn, it instead regains 150 hit points. Once it uses this ability, it cannot do so again until the end of its next turn.
That Which the Stars Rejected
That Which the Stars Rejected is a horror from outside – not just outside this world, but outside the barriers of the Real and what can be known. It is in open conflict with the fundamental reality that the mortal mind perceives, but its will is strong enough to sustain it against all the natural laws that would extinguish it.
Locus of Distortion. That Which the Stars Rejected warps space and time in its vicinity, granting it flashes of foresight and twisting attacks away from striking it. It distorts magnetic forces through willpower alone, wrenching weapons from their wielders’ hands and controlling the movement of those clad in metal armor.
Transformation of Reality. That Which the Stars Rejected does not seek service or worship of mortals, but it makes its existence known to them. Those who successfully incorporate it into their understanding of reality are the ones it is most likely to consume, while those who struggle and go mad are spared. A mortal’s cognitive dissonance reduces the existential strain upon That Which the Stars Rejected.
That Which the Stars Rejected
Gargantuan ooze, chaotic evil
- Armor Class 21 (magical force)
- Hit Points 627 (38d20 + 228)
- Speed 0 ft., fly 150 ft. (hover)
STR DEX CON INT WIS CHA 26 (+8) 22 (+6) 22 (+6) 12 (+1) 14 (+2) 22 (+6)
- Saving Throws Dexterity +14, Wisdom +10
- Skills Perception +10
- Damage Resistances cold, necrotic, thunder, slashing
- Damage Immunities acid, bludgeoning, fire, lightning, piercing, poison
- Condition Immunities charmed, deafened, exhaustion, frightened, poisoned, prone
- Senses blindsight 300 ft., passive Perception 20
- Languages telepathy 120 ft.
- Challenge 28 (120,000 XP)
Colossal Creature. That Which the Stars Rejected (TWtSR) is a creature far larger than the scale of others. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to it. The same is true for all but the mightiest spells. When a creature of Huge size or smaller deals damage to TWtSR with a weapon or feature, or with a spell of 8th level or lower, it deals half damage, which can be reduced further by resistance or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Gargantuan creatures and 9th-level spells (including lower-level spells cast with 9th-level slots) deal normal damage, which can be reduced further by resistance or saving throws. TWtSR deals double damage to objects and structures. It ignores normal difficult terrain, and treats thick forests, settlements, or mountains as difficult rather than impassable terrain.
Foresight. TWtSR is under the effect of a permanent foresight spell that cannot be dispelled.
Legendary Resistance (3/Day). If TWtSR fails a saving throw, it can choose to succeed instead.
Magic Weapons. TWtSR’s weapon attacks are magical.
Magnetic Pulse. As a bonus action, TWtSR forces all creatures within 300 feet that are metallic, wearing metal armor, or wielding metal weapons to succeed on a DC 22 Strength saving throw or be pulled 30 feet toward the center of the space occupied by TWtSR, and be unable to move away from it until the beginning of TWtSR’s next turn. Creatures wielding metal weapons can choose to be disarmed rather than being pulled; if they do so, the weapon is pulled 60 feet closer to TWtSR. A creature that is pulled into a space occupied by TWtSR is subject to its Engulf and has disadvantage on its saving throw.
Spawn. If TWtSR takes more than 50 points of damage from a single slashing attack, a piece of it falls off. At the beginning of its next turn, the piece congeals into a black pudding. This black pudding has three times the normal number of hit points and shares the Magnetic Pulse trait. TWtSR has no direct control over its spawn, but they tend to stay near it and do not attack it.
Starflight. TWtSR can survive the void of outer space and travel at incredible speed. Travel within a solar system takes 3d20 hours, and travel between solar systems takes 3d20 days as long as TWtSR knows the way to its destination. Creatures that it has engulfed are protected from the void of outer space.
Actions
Multiattack. That Which the Stars Rejected makes five plasma ray attacks. No more than two rays can target a single creature.
Engulf. That Which the Stars Rejected enters the space of a Huge or smaller creature. The creature must make a DC 22 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of That Which the Stars Rejected. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, That Which the Stars Rejected enters the creature’s space, and the creature takes 70 (20d6) fire damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 70 (20d6) fire damage and 70 (20d6) lightning damage at the start of each of That Which the Stars Rejected’s turns. When it moves, engulfed creatures move with it. An engulfed creature can try to escape by taking an action to make a DC 22 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of That Which the Stars Rejected.
Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 42 (8d8 + 8) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) lightning damage.
Plasma Ray. Ranged Weapon Attack: +14 to hit, range 300 ft., one target. Hit: 35 (10d6) fire damage and 35 (10d6) lightning damage on a success, or half as much damage on a failure.
Legendary Actions
That Which the Stars Rejected can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. That Which the Stars Rejected regains spent legendary actions at the start of its turn.
Fearsome Display. All enemies that can see That Which the Stars Rejected must succeed on a DC 22 Charisma saving throw or become frightened until the end of their next turn.
Plasma Ray. That Which the Stars Rejected makes one Plasma Ray attack.
Recover. That Which the Stars Rejected regains 100 hit points. Once it uses this legendary action, it can’t do so again until the end of its next turn.