The mystery of ooze reproduction is partially solved with a unique type of ooze, colloquially known as the mother ooze, despite it being monogendered. This ooze is constantly working towards creating offspring called oozlings. This reproductive process produces a gas that bubbles to the surface, releasing an odor akin to rot and decay. Eventually, an oozling is pushed to the surface, plopping out nearby, and the cycle repeats.
When a mother ooze is killed, its body ruptures, releasing the forming oozlings inside. Even the smallest oozling is mobile and poses a potential threat. Uniquely, oozlings prioritize their ability to reproduce, with one always attempting to escape while the others delay predators. Though they can’t fully engulf a limb like their mother, oozlings can still slow down creatures.
Mother oozes tend to hide in large cabinets, containers, or behind doors, hoping to catch prey off-guard. Once they have engulfed a foot or limb, escaping becomes difficult. Mother oozes are quite efficient, so a single Medium sized victim can support numerous new oozlings. With time and caution, oozlings will grow into a full-sized mother ooze.
Mother Ooze
Large Ooze, Unaligned
Armor Class 10
Hit Points 45 (7d8 + 14)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 10 (+0) | 14 (+2) | 1 (-5) | 12 (+1) | 1 (-5) |
Damage Resistances bludgeoning
Damage Immunities acid, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages —
Challenge 2 (450 XP)
Proficiency Bonus +2
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Death Burst. When the ooze is reduced to 0 hit points, it ruptures into 1d2 + 3 oozlings, appearing in the nearest unoccupied spaces.
Stink Aura. The ooze emits a foul odor in a 10-foot-radius aura. When a creature enters or starts its turn in the area, it must succeed on a DC 13 Constitution saving throw or have the poisoned condition until the start of its next turn.
Unusual Nature. The ooze doesn’t require sleep.
Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 5 (2d4) acid damage and the target has the grappled condition (escape DC 13). While the target is grappled in this way, it has the restrained condition.
Oozling
Tiny or Small Ooze, Unaligned
Armor Class 12
Hit Points 7 (2d4 + 2)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 14 (+2) | 1 (-5) | 8 (-1) | 1 (-5) |
Damage Resistances bludgeoning
Damage Immunities acid, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages —
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Unusual Nature. The ooze doesn’t require sleep.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) acid damage and the target’s speed is reduced by 10 feet until the end of its next turn.
Bonus Actions
Leap. The ooze jumps up to 10 feet.
Downloads
Further Reading
Looking for a low-level boss encounter, try out the junthanex with it’s legendary and mythic actions.
The search for the sludgehammer may involve fighting through a dungeon filled with various oozes.
Imagery created with Midjourney.