8
30 (4d10 + 8)
10 ft., climb 10 ft.
acid
lightning, poison, psychic, slashing
blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone
blindsight 60 ft. (blind beyond this radius)
-
2
The ooze can move through a space as narrow as 1 inch wide without squeezing.
The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus humanoids must make a successful DC 12 Constitution saving throw become intoxicated. Once intoxicated the target gain one level of exhaustion and is at disadvantage for all saving throws, ability checks, and attack rolls for 10 minutes. The target can repeat the saving throw at the end of each of the ooze's turns.