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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