Oozes Species in Other Realms | World Anvil

Oozes

Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.   Slow Death An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside 1 of this torturous death is that a victim's comrades can come to the rescue before it is too late.Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.   Unwitting Servants Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.   Spawn of Juiblex According to the Demonomicon of Jggwilv and other sources, oozes are scattered fragments or offspring of the demon lord juiblex. Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of juiblex, they exhibit glimmers of sentience and malevolent intent.   Ooze Nature An ooze doesn't require sleep.   Variant: Psychic Ooze A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psionic creatures such as mind flayers, suggesting that the ooze can sense and mimic psionic ability. A psionic gray ooze has an Intelligence score of 6 (-2), as well as the following additional action. A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psionic creatures such as mind flayers, suggesting that theooze can sense and mimic psionic ability. A psionic gray ooze has an Intelligence score of6 (-2), as well as the following additional action.   Psychic Crush (Recharge 5-6) The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.  

Black Pudding

A black pudding resembles a heaving mound of sticky black sludge. In dim passageways, the pudding appears to be little more than a blot of shadow. Flesh, wood, metal, and bone dissolve when the pudding ebbs over them. Stone remains behind, wiped clean.


Armor Class7
Hit Points 10d10+30
Speed20ft.Climb 20ft.
Strength16 (+3)
Dexterity5 (-3)
Constitution16 (+3)
Intelligence1 (-5)
Wisdom6 (-2)
Charisma1 (-5)
Damage ImmunitiesAcidColdLightning
Slashing
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionFrightenedProne
SensesBlindsight 60ft. (blind beyond this radius)Passive Perception 8
Languages---
Challenge4 (1,100 XP)
Special 1AmorphousThe pudding can move through a space as narrowas 1 inch wide without squeezing
Special 2Corrosive FormA creature that touches the pudding or hits it with a melee attackwhile within 5 feet of it takes 1d8 acid damage.
Any nonmagical weapon made of metalor wood that hits the pudding corrodes.After dealing damage, the weapon takesa permanent cumulative penalty to damage rolls.
If its penalty drops to -5, the weapon is destroyed.Nonmagical ammunition made of metalor wood that hits the pudding is destroyed after dealing damage.The pudding can eat through 2-inch-thick,
nonmagical wood or metal in 1 round
Special 3Spider ClimbThe pudding can climb difficult surfaces,including upside down on ceilings,
without needing to make an ability check
ActionPseudopodMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 1d6+3 bludgeoning damageplus 4d8 acid damage.In addition, nonmagical armor worn by the
target is partly dissolved and takes a permanentand cumulative -1 penalty to the AC it offers.The armor is destroyed if the penalty reduces its AC to 10
ReactionSplitWhen a pudding that is Medium or larger is subjectedto lightning or slashing damage,
it splits into two new puddings if it has at least 10 hit points.Each new pudding has hit points equal to halfthe original pudding's, rounded down.New puddings are one size smaller than the original pudding

Gelatinous Cube

A gelatinous cube, also known as an athcoid, was a transparent ooze composed of mindless, gelatinous matter in the shape of a cube or rhombohedron. They were especially favored by the drow god Ghaunadaur.
 
Typically, a gelatinous cube measured between 10 to 15 feet (3 to 4.6 meters) on a side and weighed as much as 50,000 pounds (23,000 kilograms), although legends existed of much larger cubes. The creature was 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 the dungeon delver.
 
Gelatinous cube bodies were remarkably moldable. They could flow around objects and through narrow passages, quickly returning to their shapes once enough space was available
 
A gelatinous cube was a mindless predator that silently roamed ancient crypts and vaults in regular, predictable patterns. As they traveled the halls of old ruins, they absorbed 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 was quickly dissolved in the acidic ooze that made up the cube's body, while bones and inorganic matter spent some time floating within the creature until eventually expelled. As they slid through the corridors, they left behind a perfectly clean path, except for an occasional slimy trail.

 


Armor Class6
Hit Points 8d10+40
Speed15ft.
Strength14 (+2)
Dexterity3 (-4)
Constitution20 (+5)
Intelligence1 (-5)
Wisdom6 (-2)
Charisma1 (-5)
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionFrightenedProne
SensesBlindsight 60ft. (blind beyond this radius)Passive Perception 8
Languages---
Challenge2 (450 XP)
Special 1Ooze CubeThe cube takes up its entire space.Other creatures can enter the space,
but a creature that does so is subjected to the cube's Engulfand has a 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 3d6 acid damage.The cube can hold only one Large creature or up
to four Medium or smaller creatures inside it at a time
Special 2TransparentEven 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 whileunaware of the cube is surprised by the cube
Action 1PseudopodMelee Weapon Attack d20+4 to hit
Reach 5 ft., one creatureHit 3d6 acid damage
Action 2EngulfThe 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 suffersthe consequences of a failed saving throw.On a failed save, the cube enters the creature's space,
and the creature takes 3d6 acid damage and is engulfed.The engulfed creature can't breathe, is restrained,and takes 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 actionto make a DC 12 Strength check. On a success,the creature escapes and entersa space of its choice within 5 feet of the cube

Gray Ooze

A gray ooze is stone turned to liquid by chaos. When it moves, it slithers like a liquid snake, rising to strike.


Armor Class8
Hit Points 3d8+9
Speed10ft.Climb 10ft.
Strength12 (+1)
Dexterity6 (-2)
Constitution16 (+3)
Intelligence1 (-5)
Wisdom6 (-2)
Charisma2 (-4)
SkillsStealth +2
Damage ResistancesAcidColdFire
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionFrightenedProne
SensesBlindsight 60ft. (blind beyond this radius)Passive Perception 8
Languages---
Challenge1/2 (100 XP)
Special 1AmorphousThe ooze can move through a space as narrowas 1 inch wide without squeezing
Special 2Corrode MetalAny nonmagical weapon made of metal 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.Nonmagical ammunition made of metalthat hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick,nonmagical metal in 1 round
Special 3False AppearanceWhile the ooze remains motionless,it is indistinguishable from an oily pool or wet rock
ActionPseudopodMelee Weapon Attack d20+3 to hit
Reach 5 ft., one targetHit 1d6+1 bludgeoning damageplus 2d6 acid damage,and if the target is wearing nonmagical metal armor,
its armor is partly corroded and takes a permanentand cumulative -1 penalty to the AC it offers.The armor is destroyed if the penalty reduces its AC to 10

Ochre Jelly

Ochre jellies are yellowish blobs that can slide under doors and through narrow cracks in pursuit of creatures to devour. They have enough .bestial cunning to avoid large groups of enemies. An ochre jelly follows at a safe distance as it pursues its meal. Its digestive enzymes dissolve flesh quickly but have no effect on other substances such as bone, wood, and metal.


Armor Class8
Hit Points 6d10+12
Speed10ft.Climb 10ft.
Strength15 (+2)
Dexterity6 (-2)
Constitution14 (+2)
Intelligence2 (- 4)
Wisdom6 (-2)
Charisma1 (-5)
Damage ResistancesAcid
Damage ImmunitiesLightningSlashing
Condition ImmunitiesBlindedCharmedDeafened
ExhaustionFrightenedProne
SensesBlindsight 60ft. (blind beyond this radius)Passive Perception 8
Languages---
Challenge2 (450 XP)
Special 1AmorphousThe jelly can move through a space as narrowas 1 inch wide without squeezing
Special 2Spider ClimbThe jelly can climb difficult surfaces,including upside down on ceilings,
without needing to make an ability check
ActionPseudopodMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 2d6+2 bludgeoning damageplus 1d6 acid damage
ReactionSplitWhen a jelly that is Medium or larger is subjectedto lightning or slashing damage,
it splits into two new jellies if it has at least 10 hit points.Each new jelly has hit points equal to half the original jelly's,rounded down. New jellies are onesize smaller than the original jelly

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