Ooze, Arcane (5e Creature)

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Arcane Ooze[edit]

Large ooze, unaligned

Armor Class 6
Hit Points 147 (14d10 + 70)
Speed 20 ft., climb 20 ft.

19 (+4) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

Proficiency Bonus +3
Damage Immunities acid, lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Challenge 5 (1,800 XP)

Arcane Absorption. Whenever the ooze is subjected to damage caused by magic, it takes no damage and instead regains a number of hit points equal to the damage dealt.

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

Dispelling Vulnerability. If the ooze is targeted by dispel magic, it takes force damage equal to 1d10 × the level that dispel magic was cast at.

Silence Magic. Any spellcaster that the ooze hits loses the ability to cast any spell till the start of its next turn; furthermore, roll a d6. On a 1 to 5, the target is unaffected. On a 6, the target loses a single spell slot chosen from its lowest available at the time.
A creature engulfed by the ooze can’t cast any spells and must succeed on a DC 14 Wisdom saving throw at the start of each of the ooze's turns or lose a single spell slot chosen from its lowest available at the time.
The ooze can eat through 2-inch-thick, magical or nonmagical wood or metal in 1 round.

Lightning Haste. Whenever the ooze is subjected to lightning damage, it takes no damage and instead is subjected to the haste spell till the end of its next turn.

Limited Magic Immunity. The ooze is immune to spells of 2nd level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects.


Multiattack. The ooze makes two attacks with its pseudopod attack.

Pseudopod. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) acid damage.

Engulf. The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 15 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the ooze enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature is restrained, and takes 21 (6d6) acid damage at the start of each of the ooze's turns. When the ooze moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.

The creature resembled a fluid mass of green protoplasm. Within its immense bulk, glowing veins throb and pulse with eldritch light.

Created in ancient times, arcane oozes have long since outlived their original purpose and their long-forgotten creators. The bizarre creatures have a strange affinity for arcane magic. Immune to most arcane magic, arcane oozes drain arcane energy from nearby spellcasters. Some speculate that these oozes were created to combat a rival group of arcane spellcasters, but scant evidence backs any such conclusion. Others suggest arcane oozes arose as a natural response to some cataclysmic event caused by arcane magic. Adherents of these later theories claim that one day arcane oozes will drown out all arcane magic in the world.

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