Summon Ooze
Level 5 Conjuration
(Sorcerer, Wizard) Casting Time: ActionRange: 60 feet (30)
Components: V, S, M (a vial of acid)
Duration: Concentration, up to 1 hour You call forth an Ooze spirit. It manifests in an unoccupied space that you can see within range and uses the Ooze Spirit stat block. The creature disappears when it (or all spirits it creates) drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
Ooze Spirit
Large Ooze, Neutral
HP 60 + 10 for each spell level above 5
Speed 30 ft., Climb 30 ft.
Resistances Lightning, Poison, Slashing
Immunities Acid; Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained
Senses Blindsight 60 ft., Passive Perception 12
Languages Ooze, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Amorphous. The spirit can move through a space as narrow as 1 inch without expending extra movement to do so.
Spider Climb. The spirit can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Pseudopod. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Acid damage.
Split. Trigger: While the spirit is Large and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The spirit splits into two new Ooze Spirits. Each new spirit is one size smaller than the original and has the same Initiative as the original. The original spirit's Hit Points are divided evenly between the new spirits (round down).
AC 11 + the spell's level
Initiative +2
HP 60 + 10 for each spell level above 5
Speed 30 ft., Climb 30 ft.
STR 16 (+3) DEX 14 (+2) CON 18 (+4) | ||
INT 10 (+0) WIS 14 (+2) CHA 14 (+2) |
Resistances Lightning, Poison, Slashing
Immunities Acid; Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained
Senses Blindsight 60 ft., Passive Perception 12
Languages Ooze, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Amorphous. The spirit can move through a space as narrow as 1 inch without expending extra movement to do so.
Spider Climb. The spirit can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Pseudopod. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Acid damage.
Reactions
Split. Trigger: While the spirit is Large and has 10+ Hit Points, it becomes Bloodied or is subjected to Lightning or Slashing damage. Response: The spirit splits into two new Ooze Spirits. Each new spirit is one size smaller than the original and has the same Initiative as the original. The original spirit's Hit Points are divided evenly between the new spirits (round down).