Page 244 - D&D Bestiary
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GRAY OOZE
Medium ooze, unaligned
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 10ft., climb 10ft.
Armor Class 8
STR DEX CON INT WIS CHA Hit Points 45 (6d10 + 12)
12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (- 2) 2 (- 4)
Speed 10ft., climb 10ft.
Skills Stealth +2 STR DEX CON INT WIS CHA
Damage Resistances acid, cold, fire 6 (-2) 2 (- 4) 6 (-2) 1 (-5)
Condition Immunities blinded, charmed, deafened, exhaustion, 15 (+2) 14 (+2)
frightened, prone
Senses blindsight 60ft. (blind beyond this radius) , Damage Resistances acid
Damage Immunities lightning, slashing
passive Perception 8
Condition Immunities blinded, charmed, deafened, exhaustion,
Languages -
Challenge 1/2 (100 XP) frightened, prone
Senses blindsight 60ft. (blind beyond this radius),
passive Perception 8
Amorphous. The ooze can move through a space as narrow as Languages -
1 inch wide without squeezing. Challenge 2 (450 XP)
Corrode Metal. Any non magical weapon made of metal that
hits the ooze corrodes. After dealing damage, the weapon Amorphous. The jelly can move through a space as narrow as 1
takes a permanent and cumulative -1 penalty to damage rolls. inch wide without squeezing.
If its penalty drops to -5, the weapon is destroyed. Non magical
Spider Climb. The jelly can climb difficult surfaces, including
ammunition made of metal that hits the ooze is destroyed after
upside down on ceilings, without needing to make an
dealing damage.
ability check.
The ooze can eat through 2-inch-thick, non magical metal
in 1 round. ACTIONS
False Appearance. While the ooze remains motionless, it is Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
indistinguishable from an oily pool or wet rock. target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (ld6)
acid damage.
ACTIONS
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one REACTIONS
target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) Split. When a jelly that is Medium or larger is subjected to
acid damage, and if the target is wearing non magical metal lightning or slashing damage, it splits into two new jellies if it
armor, its armor is partly corroded and takes a permanent has at least 10 hit points. Each new jelly has hit points equal to
and cumulative -1 penalty to the AC it offers. The armor is half the original jelly's, rounded down. New jellies are one size
destroyed if the penalty reduces its ACto 10. smaller than the original jelly.

