Gray Ooze (Psychic)
Medium Ooze
, Unaligned
• Armor Class: 8
• Hit Points: 22 (3d8+9)
• Speed: 10 ft., climb 10 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
12 (+1) |
6 (-2) |
16 (+3) |
6 (-2) |
6 (-2) |
2 (-4) |
• Skills:
Stealth +2
• Condition Immunities:
blinded, charmed, deafened, exhaustion, frightened, prone
• Resistances:
acid, cold, fire
• Senses:
blindsight 60 ft. (blind beyond this radius)
• Challenge:
1/2 (100 XP)
• Amorphous:
The ooze can move through a space as narrow as 1 inch wide without squeezing.
• Corrode Metal:
Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
• False Appearance:
While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Actions
• Pseudopod:
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
• Psychic Crush (Recharge 5-6):
The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.