Ooze-Folk

(Lost Laboratory of Kwalish)

Medium ooze, Unaligned

Armor Class10 (natural armor)
Hit Points19 (2d8 + 10)
Speed30 ft.
STRDEXCONINTWISCHA
14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)
Saving Throws—
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunitiesblinded; charmed; deafened; exhaustion; frightened; prone
Sensesblindsight 60 ft., passive Perception 8
Languages—
Challenge1/2

Traits

Transparent.

Even when an ooze-folk is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is surprised by the ooze-folk.

Fragile Bones.

For each 5 damage it takes, the ooze-folk's walking speed is reduced by 5 feet.

Actions

Multiattack.

The ooze folk makes one glass longsword attack and one pseudopod attack.

Glass Longsword.

Melee Attack Roll: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) slashing damage. If a 1 is rolled on an attack roll with a glass longsword, it shatters and can no longer be used.

Pseudopod.

Melee Attack Roll: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) acid damage.