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Oozefolk Oozemancer

Challenge
Tags
Terrain
str
10
dex
14
con
16
int
16
wis
12
cha
10

AC 12
HP 52 (8d6 + 24; bloodied 26)
Speed 30 ft., climb 30 ft.


Proficiency +2; Maneuver DC 12
Saving Throws Int +5, Wis +3
Skills Arcana +5, Deception +2 (+1d4)
Senses darkvision 60 ft., passive Perception 11
Languages any two


Amorphous Form. While unarmored and not carrying any items, the oozemancer can pass through an opening as narrow as 1 inch wide without squeezing.

Hasty Pudding. Each ooze of the oozemancer’s choice that starts its turn within 30 feet of the oozemancer can use the Dash action as a bonus action.

Spellcasting . The oozemancer is a 4th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). They have the following wizard spells prepared:

Cantrips (at will): acid splash , prestidigitation

1st-level (4 slots): animal friendship (oozes only), find familiar ( gray ooze only)

2nd-level (3 slots): acid arrow , spider climb


ACTIONS

Multiattack. The oozemancer attacks with its ooze touch and casts a spell.

Ooze Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) acid damage.

Acid Splash (Cantrip; V, S). The oozemancer targets one creature, or two creatures within 5 feet of each other, within 30 feet. Each target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage.

Acid Arrow (2nd-Level; V, S, M). A jet of acid streaks toward a target within 90 feet of the oozemancer. The oozemancer makes a ranged spell attack with a +5 bonus. On a hit, the target takes 10 (4d4) acid damage immediately and 5 (2d4) acid damage at the end of its next turn. On a miss, the target takes 5 (2d4) acid damage.

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.