10 (natural armor)
19 (2d8+10)
walk 30 ft.
blinded, charmed, deafened, exhaustion, frightened, prone
blindsight 60 ft.
1/2
Even when an ooze-folk is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is surprised by the ooze-folk.
For each 5 damage it takes, the ooze-folk's walking speed is reduced by 5 feet.
The ooze folk makes one glass longsword attack and one pseudopod attack.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. If a 1 is rolled on an attack roll with a glass longsword, it shatters and can no longer be used.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) acid damage.