Reflective Ooze (5e Creature)
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Large ooze, unaligned
Damage Resistances acid
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Overload. At the start of its turn, the ooze can take 10 (3d6) radiant damage. This damage cannot be reduced or avoided by any means.
Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Variable Illumination. The ooze sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The ooze can alter the radius as a bonus action.
Multiattack. The ooze can use its Reflective Wave if it is available. It then makes one attack with its pseudopod.
Pseudopod. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 3 (1d6) acid damage. If the ooze has taken radiant damage, the next pseudopod attack it makes before the end of its next turn deals an additional 10 (3d6) radiant damage.
Reflective Wave (Recharges when the ooze takes radiant damage). The ooze emits stored light in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 22 (4d10) radiant damage on a failed save, or half as much damage on a successful one.
Split. When an 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.
Within the reflective ooze's white, squirming mass, countless tiny crystalline structures can be seen. The ooze stores light inside its body, constantly trickling out a small amount. When the ooze accumulates large amounts of light inside its body, it must release the light in a blast of radiant energy or be torn apart from within.
Ooze Nature. A reflective ooze doesn't require sleep.