Jewel Ooze (5e Creature)
From D&D Wiki
Large ooze, unaligned
Damage Resistances cold, fire
Acidic Form. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 10 (3d6) acid damage. After dealing damage, the weapon takes a permanent and cumulative -1 to attack and damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the ooze is destroyed after dealing damage.
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The ooze makes two pseudopod attacks.
Pseudopod. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armour worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10.
Split. When a ooze that is Medium or larger is subjected to lightning or slashing damage, it splits into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze's, rounded down. New oozes are one size smaller than the original ooze.
Abnormally intelligent for oozes, jewel oozes glow with unnatural multicoloured light. As they ebb and flow over their prey, they dissolve bone, wood, flesh and metal, though they like to store gemstones within their bodies and deposit them in piles around their lairs. Thieves that attempt to steal these gems often find that a jewel ooze is very protective of its treasures, and that its glowing form is far deadlier than it appears.
Ooze Nature. A jewel ooze doesn't require sleep.