Ooze Golem

Large construct, neutral

Armor Class

15 (natural armor)

Hit Points

94 (9d10 + 45)

Speed

20 ft., climb 20 ft.

STR

18 (+4)

DEX

5 (-3)

CON

20 (+5)

INT

6 (-2)

WIS

10 (+0)

CHA

5 (-3)

Damage Immunities

acid, cold, poison, lightning, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone

Senses

blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages

understands the languages of its creator but can’t speak

Challenge

7 (2,900 XP)

Acid. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage.

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

Death Throes. When the ooze golem drops to 0 hit points, its body explodes in a 10-foot sphere. Creatures in that area must make a DC 15 Dexterity saving throw, taking 10 (3d6) acid damage on a failed saving throw, or half as much damage on a successful saving throw. The area of the golem’s death throes remains acidic for 1 minute after death, and any creature that begins its turn in the area or enters it is affected as well.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapon. The golem’s weapon attacks are magical.

Regeneration. The ooze golem regains 10 hit points at the beginning of each of its turns as long as it has at least 1 hit point.

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

Actions

Multiattack. The ooze golem makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 9 (2d8) acid damage.

large
construct
cr7
tome-of-horrors