Blue Gel (5e Creature)

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Blue Gel[edit]

Large ooze, unaligned


Armor Class 8
Hit Points 67 (9d10 + 18)
Speed 10 ft., climb 10 ft., swim 10 ft.


STR DEX CON INT WIS CHA
15 (+2) 7 (-2) 15 (+2) 1 (-5) 6 (-2) 1 (-5)

Damage Vulnerabilities fire
Damage Resistances acid, cold
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralysed, petrified, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages
Challenge 2 (450 XP)


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

Death Burst. When the gel dies, it explodes in a burst of frigid liquid. Each creature within 15 feet of it must make a DC 13 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one.

Ice Walk. The gel can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Spider Climb. The gel can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, plus 3 (1d6) acid damage, plus 3 (1d6) cold damage.


Blue gels are oozes adapted to living in extreme cold, slithering across treacherous ice and snow as easily as a humanoid on solid ground. A blue gel dissolves flesh, releasing any materials it cannot digest, such as bone and metal, when it finishes feeding.

Ooze Nature. A blue gel doesn't require sleep.



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