Amber Ooze

Tiny ooze, unaligned

Armor Class

8

Hit Points

13 (3d4 + 6)

Speed

10 ft., climb 10 ft.

STR

12 (+1)

DEX

8 (-1)

CON

14 (+2)

INT

1 (-5)

WIS

1 (-5)

CHA

1 (-5)

Damage Immunities

acid

Condition Immunities

blinded, charmed, deafened, exhaustion, frightened, prone

Senses

blindsight 60 ft. (blind beyond this radius), passive Perception 5

Languages

--

Challenge

1/2 (100 XP)

False Appearance. The amber ooze is indistinguishable from a pint of ale or mead as long as it does not move.

Infuse. A victim that has ingested an amber ooze must make a DC 12 Constitution saving throw. On a successful saving throw, the amber ooze is expelled from the host’s body into an unoccupied space within 5 feet of the host. On a failed saving throw, the amber ooze infuses itself into the host’s body. The amber ooze has total cover from effects outside the host’s body, and is blind and deafened.

While the amber ooze is infused, the host creature must succeed on a DC 12 Constitution saving throw at the beginning of each of its turns. On a failed saving throw, the host takes 7 (2d6) acid damage, or half as much damage on a successful saving throw. If this damage drops to host to 0 hit points, its insides are liquefied and another amber ooze is created. An amber ooze can be forcibly removed with magic such as lesser restoration.

Actions

Attach. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: The amber ooze attaches to the target. While attached, the amber ooze makes its way up the body using its movement and attempts to infuse itself into a new host. A creature can use its action to attempt a DC 11 Strength (Athletics) check to pull the ooze from the creature it is attached to.

tiny
ooze
cr1/2
tome-of-horrors