Monster - Non-Newtonian Oozes

by RyRiann

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Non-Newtonian Oozes

Strange looking Oozes that seem to not harden themselves when being hit too hard.
Always try to hit below their Armor Class to actually hurt them when they are tender.
They often camouflage themselves as puddles of water, mud puddles or quicksand to capture their preys
Surprisingly more difficult to defeat than it should be, and reverse the rules of fighting.
Patience, learning and low score of attack are the clue to fight those entities! Good Luck, adventurers!

Art by Raymond Swaland.



Non-Newtonian Ooze

Medium Ooze, Unaligned.


  • Armor Class 17.
  • Hit Points 85 (10d10 + 30)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
15 (+3) 8 (-1) 18 (+4) 3 (-4) 5 (-3) 2 (-4)

  • Skills Stealth +3 / Languages ----
  • Damage Resistances Acid, Bludgeoning, Slashing, and Piercing from non-magical weapons.
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone, Restrained.
  • Senses Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 11
  • Challenge 4 (1.100 xp) / Proficiency Bonus +2

Special Effect

  • 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 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the Ooze 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.

  • Spider Climb. The Ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

  • 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 puddle, mud or sand (including quicksand).

  • Non-Newtonian Property. The Ooze has a unique way to be damaged. To hit the creature, you must make an attack roll BELOW or EQUAL to the creature's AC.

  • Upon hitting ABOVE the AC of the creature, it absorbs the hit as it solidifies immediately. (As such, rolling a 1 against the creature is considered as a critical hit, and rolling a 20 against it is considered as a critical miss.)


Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage.

  • In addition, nonmagical armor worn by the target is partly dissolved 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

Solidification. When an Ooze of Medium or larger size activates Non-Newtonian Property, it's AC lowers by 2 until the end of its next turn.

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