Page 242 - Tales from the Yawning Portal
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OOZE MASTER
Huge undead, lawful evil
Armor Class 9 (natural armor)
Hit Points 138 (12dl2 + 60)
NECROMANCER Speed 30 ft., climb 30 ft.
Necromancers are specialist wizards who study the in- STR DEX CON INT WIS CHA
teraction of life, death, and undeath. Some like to dig up 16 (+3) 1 (-5) 20 (+5) 17 (+3) 10 (+O) 16 (+3)
corpses to create undead slaves. A few use their powers
for good, becoming hunters of the undead and risking Saving Throws Int +7, Wis +4
their lives to save others. Skills Arcana +7, Insight +4
Damage Resistances lightning, necrotic; bludgeoning, piercing,
OOZE MASTER and slashing from nonmagical attacks
Damage Immunities acid, cold, poison
The Immortal Caverns inside the Doomvault (Dead in Condition Immunities blinded, charmed, deafened, exhaustion,
Thay) are home to a number of bizarre creatures, of frightened , paralyzed, poisoned, prone
which the Ooze Master is perhaps the strangest. It ini- Senses blindsight 120 ft., passive Perception 10
tially appears in the form of a pillar composed of thick, Languages Common, Primordial, Thayan
red, ooze-like stuff. The creature is actually inside the Challenge 10 (5,900 XP)
pillar, and when it is roused, it emerges with evil intent.
Undead Nature. The Ooze Master doesn't require air, Corrosive Form. A creature that touches the Ooze Master or
food, drink, or sleep. hits it with a melee attack while within 5 feet of it takes 9 (2d8)
acid damage. Any nonmagical weapon that hits the Ooze Mas-
NECROMANCER ter corrodes. After dealing damage, the weapon takes a perma-
Medium humanoid (any race), any alignment nent and cumulative -1 penalty to damage rolls. If its penalty
drops to -5, the weapon is destroyed. Nonmagical ammunition
that hits the Ooze Master is destroyed after dealing damage.
Armor Class 12 (15 with mage armor)
The Ooze Master can eat through 2-inch-thick, nonmagical
Hit Points 66 (12d8 + 12)
Speed 30 ft. wood or metal in 1 round.
Instinctive Attack. When the Ooze Master casts a spell with a
STR DEX CON INT WIS CHA casting time of l action, it can make one pseudopod attack as
9 (-1) 14 (+2) 12 (+l) 17 (+3) 12 (+l) 11 (+O) a bonus action.
Saving Throws Int +7, Wis +5 Spellcasting. The Ooze Master is a 9th-level spellcaster. Its
Skills Arcana +7, History +7 spellcasting ability is Intelligence (spell save DC 15, +7 to hit
Damage Resistances necrotic with spell attacks). It has the following wizard spells prepared:
Senses passive Perception 11
Languages any four languages Cantrips (at will): acid splash.friends, mage hand, poison spray
Challenge 9 (5,000 XP) 1st level (4 slots): charm person, detect magic, magic missile, ray
of sickness
2nd level (3 slots): detect thoughts, Melf's acid arrow, suggestion
Spellcasting. The necromancer is a 12th-level spellcaster. Its 3rd level (3 slots):fear, slow, stinking cloud
spellcasting ability is Intelligence (spell save DC 15, +7 to hit 4th level (3 slots): confusion, Evard's black tentacles
with spell attacks). The necromancer has the following wizard 5th level (1 slot): cloudkill
spells prepared:
Spider Climb. The Ooze Master can climb difficult surfaces,
Cantrips (at will): chill touch, dancing lights, mage including upside down on ceilings, without needing to make an
hand, mending ability check.
1st level (4 slots): false life,* mage armor, ray of sickness*
2nd level (3 slots): blindness/deafness,* ray of enfee- ACTIONS
blement,* web Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one
3rd level (3 slots): animate dead,* bestow curse,* vam- target. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6)
piric touch* acid damage.
4th level (3 slots): blight,* dimension door, stoneskin
5th level (2 slots): Bigby's hand, cloudkill REACTIONS
6th level (1 slot): circle of death*
Instinctive Charm. If a creature the Ooze Master can see makes
*Necromancy spell of 1st level or higher
an attack roll against it while within 30 feet of it, the Ooze Mas-
Grim Harvest (1/Turn). When necromancer kills a creature that ter can use a reaction to divert the attack if another creature
is neither a construct nor undead with a spell of 1st level or is within the attack's range. The attacker must make a DC 15
higher, the necromancer regains hit points equal to twice the Wisdom saving throw. On a failed save, the attacker targets the
spell's level, or three times if it is a necromancy spell. creature that is closest to it, not including itself or the Ooze
Master. If multiple creatures are closest, the attacker chooses
ACTIONS
which one to target. On a successful save, the attacker is im-
Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one mune to this Instinctive Charm for 24 hours. Creatures that
creature. Hit: 5 (2d4) necrotic damage. can't be charmed are immune to this effect.
APPENDIX B CREATURES
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