Gelatinooze

Tiny Ooze, Unaligned

Armor Class

12 (natural armor)

Hit Points

5 (1d4+3)

Speed

25 ft., climb 25 ft.

Damage Immunities

acid

Senses

blindsight 60 ft. (blind beyond this radius)

Challenge

1/8

Proficiency Bonus

+2

Acidic Touch

At the start of the gelatinooze's turn, it can choose to secrete a small dose of acid (no action required). Each creature that is grappling it or that it is grappling takes acid damage equal to the gelatinooze's Constitution modifier.

Dissolve Metal (Recharges after a Short or Long Rest)

Over the course of 1 minute, the gelatinooze can dissolve up to 1 pound of nonmagical metal it is touching.

Actions

Multiattack

As an action, the gelatinooze can make two pseudopod attacks.

Pseudopod

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) acid damage.

Reactive Mutations

As a bonus action, the gelatinooze activates its immune system for the next minute. Immediately after the gelatinooze next takes damage, it gains resistance to that damage type for 1 minute. After the gelatinooze uses this action, it can't do so again until its tamer finishes a long rest.

Engulf

As an action, the gelatinooze can move up to its speed. While doing so, it can enter the space of creatures smaller than its size. Whenever the gelatinooze enters a creature's space, the creature must make a Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the gelatinooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the gelatinooze enters the creature's space, stops moving and engulfs the creature, which takes 7 (2d6) acid damage. The engulfed creature can't breathe, is restrained, and takes 7 (2d6) acid damage at the start of each of the gelatinooze's turns. When the gelatinooze moves, the engulfed creature moves with it. The gelatinooze can have only one creature engulfed at a time. An engulfed creature can try to escape by taking an action to make a Strength check against the gelatinooze's save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of the gelatinooze.

Spit

Ranged Weapon Attack: Str or Dex modifier + PB to hit, range 20/60 ft., one target. Hit: 2d6 + Str or Dex modifier acid damage.

Phalanx

As an action while the gelatinooze is not in its Turtle form, it can brace itself in place, reducing its speed to 0 feet and presenting a phalanx of spiky things it has found. A creature that hits the gelatinooze with a melee attack while within 5 feet of it takes 2d6 piercing damage. As a bonus action, the gelatinooze can return to normal, regaining its normal speed.

Turtle

As an action while the gelatinooze is not in its Phalanx form, it can hunker in place, reducing its speed to 0 feet and presenting a wall of metal and wood on one of its faces. Choose a direction and project a cone as if casting a cone-shaped spell with infinite length; the gelatinooze gains a +10 bonus to AC against all attacks originating from within that cone. As a bonus action, the gelatinooze can return to normal, regaining its speed and its normal AC.

Sanctuary

As an action, the gelatinooze can move into the space of an object or willing creature that is smaller than it and encapsulate it within its body. The object or creature can be seen but has total cover. No energy or spell effects that either originate from or target the encapsulated object or creature can pass through the gelatinooze. The gelatinooze naturally diffuses air to the object or creature within it, allowing it to breathe. The gelatinooze can contain up to 1 creature of a size smaller than it, whether it has it engulfed (using the Engulf action) or encapsulated using this trait. An encapsulated creature can exit the polyhedrooze by expending 2 feet of movement for each foot of gelatinooze that it passes through. As a bonus action, the gelatinooze can expel the object or creature into an adjacent, unoccupied space of the gelatinooze's choice.

Erupt

As an action, the gelatinooze can fire all the shrapnel, armor, and weapons it has accumulated in its body. It can choose to focus this in a 60-foot cone or erupt in all directions in a 20-foot-radius sphere centred on itself. Each creature in the area other than the gelatinooze must make a Dexterity saving throw. A creature takes 14 (4d6) bludgeoning damage, 14 (4d6) piercing damage, 14 (4d6) slashing damage, and 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. After the gelatinooze uses this action, it can't use its Erupt, Phalanx, or Turtle actions until it spends 1 hour absorbing rocks, metal, and other bric-a-brac.