Alchemical Apprentice

Small ooze, Unaligned

Armor Class

11 (natural armor)

Hit Points

63 (14d6+14)

Speed

walk 10 ft., climb 10 ft.

Skills

Arcana +5

Damage Resistances

acid, cold, fire, poison

Condition Immunities

blinded, charmed, deafened, frightened, poisoned, prone

Senses

blindsight 60 ft. (blind beyond this radius)

Languages

Understands Common but can't speak, telepathy 10 ft.

Challenge

1

Amorphous

The ooze can move through a space as narrow as 1 inch wide without squeezing.

Absorb Potion

The ooze can absorb any potion, oil, tincture, or alchemical draught that touches it, choosing to be affected by the substance or to nullify it.

Perishable

These oozes don't fare well in sunlight and don't easily endure the rigors of travel. The creature dies if it is directly exposed to sunlight for more than 1 minute. Each day it is more than 1 mile from its "birth" place, the ooze must succeed on a DC 12 Constitution saving throw or die.

Produce Potion (1/Day)

The alchemical apprentice can produce one common potion, oil, tincture, or alchemical draught each day. If no creature is there to bottle, or otherwise collect, the substance when it is produced, it trickles away and is wasted.

Actions

Pseudopod

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage.

Magical Burble

Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) acid, cold, fire, or poison damage.