Page 241 - Monster Manual [11th Print]
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O O Z E S
                                                            Oozes thrive  n   the dark, shunning areas of bright light
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                                                            and extreme temperatures. They flow through the damp
                                                            underground, feeding on any creature or object that
                                                            can be dissolved, slinking along the ground, dripping
                                                            from walls and ceilings, spreading across the edges
                                                            of underground pools, and squeezing through cracks.
                                                            The first warning an adventurer receives of an ooze's
                                                            presence is often the searing pain of its acidic touch.
                                                             Oozes are drawn to movement and warmth. Organic
                                                            material nourishes them, and when prey is scarce they
                                                            feed on grime, fungus, and offal. Veteran explorers know
                                                            that an immaculately clean passageway is a likely sign
                                                            that an ooze lairs nearby.
                                                             Slow Death. An ooze kills its prey slowly. Some
                                                            varieties, such as black puddings and gelatinous cubes,
                                                            engulf creatures to prevent escape. The only upside
                                                            of this torturous death is that a victim's comrades can
                                                            come to the rescue before it is too late.
                                                             Since not every ooze digests every type of substance,
                                                            some have coins, metal gear, bones, and other debris
                                                            suspended within their quivering bodies. A slain ooze
                                                            can be a rich source of treasure for its killers.
                                                             U n witting Servants. Although an ooze lacks the
                                                            intelligence to ally itself with other creatures, others that
                                                            understand an ooze's need to feed might lure it into a
                                                            location where it can be of use to them. Clever monsters
                                                            keep oozes around to defend passageways or consume
                                                            refuse. Likewise, an ooze can be enticed into a pit trap,
                                                            where its captors feed it often enough to prevent it from
                                                            coming after them. Crafty creatures place torches and
                                                            flaming braziers in strategic areas to dissuade an ooze
                                                            from leaving a particular tunnel or room.
                                                             S p awn of]uiblex.  According to the Demonomicon
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                                                            of  g gwilv and other sources, oozes are scattered
                                                            fragments or offspring of the demon lord J uiblex.
                                                            Whether this is true or not, the Faceless Lord is one
                                                            of the few beings that can control oozes and imbue
                                                            them with a modicum of intelligence. Most of the time,
                                                            oozes have no sense of tactics or self-preservation.
                                                            They are direct and predictable, attacking and eating
                                                           without cunning. Under the control of Juiblex, they
                                                            exhibit glimmers of sentience and malevolent intent.
                                                             Ooze N a ture. An ooze doesn't require sleep.


                                                               R
                                                                        C
                                                             VA I ANT:  PSY H I C   G  R AY OOZE
                                                             A gray ooze that lives a long time can evolve to become
                                                             more  n telligent and develop limited psionic ability. Such
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                                                             occurrences are more common in  gray oozes that live near
                                                             psionic creatures such as mind flayers, suggesting that the
                                                             ooze can sense and mimic psionic ability.
                                                              A psionic gray ooze has an  I n telligence score of 6 (-2), as
                                                              l
                                                            we l   as the following additional action.
                                                              Psychic Crush (Recharge 5-6). The ooze targets one
                                                             creature that it can sense within 60 feet of it. The target must
                                                             make a DC 10 I n telligence saving throw, taking 10  (3d6)
                                                             psychic damage on a failed save, or half as much damage on
                                                            a successful one.
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