Blue Ooze

These mindless collections of damp goop consume whatever organic matter they come across. Their acidic nature makes them quick devourers of plants, dead matter, wood, and any animal too slow to escape them. They prefer damp, dark habitats, and do not survive long in direct sunlight or in dry conditions.

Known by sages as “The Scourge of the Lost City of the Magi”, upon first encounter blue oozes may seem to be little more than nuisances. Their contagious nature often causes this first impression to be replaced by alarm at their swift spread during rainy seasons.Blue_Ooze_Final


Blue Ooze

Medium ooze, unaligned


Armor Class 8
Hit Points 18 (2d8 + 6)
Speed 10 ft., climb 10 ft.


Skills Stealth +0
Damage Resistances acid, cold
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Damage Vulnerability flame
Senses blindsight 60 ft. (can only detect magic to 300 ft. beyond this radius, otherwise blind)
Languages
Challenge 1/2 (100 XP)


STR 12 (+1) DEX 6 (-2) CON 16 (+3) INT 1 (-5) WIS 6 (-2) CHA 2 (-4)

Amorphous. The ooze can move through a space as narrow as 1 ince wide without squeezing.

Corrosive Form. A creature that touches the pudding takes 1 point of acid damage. Any nonmagical organic material such as wood, flesh, bone, that touches the ooze corrodes. After dealing damage, the weapon gains a permanent and cumulative -1 penalty to damage rolls. A total of -5 to a weapon results in it being rendered useless and destroyed. The pudding can eat through 2-inch-thick, nonmagical wood in 1 round.

Infectious. Any creature hit by a blue ooze’s pseudopod must succeed at a DC 13 Constitution saving throw or become infected with Blue Rot. Creatures infected with Blue Rot must succeed at a DC 13 Constitution saving throw or healing skill check after every long rest or take 1d6 + 3 points of damage. Failing three consecutive saving throws in this way results in the character dying of their infection, after which the body is consumed by the young ooze over the course of a day. The condition can only be cured permanently with magic that cures diseases or removes curses, or via cauterization that deals 1d20 points of damage.

ACTIONS


Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 2 (1d4) acid damage plus save vs. Blue Rot (see Infectious, above), and any nonmagical organic armor of any creature struck by a blue ooze suffers a cumulative -1 penalty to the armor class that the armor provides. The armor is destroyed when its armor class reaches 10.


Most scholars agree that they were somehow created or released during the last days of that vanished magical capital. Those who study the ancient texts agree the blue ooze are most likely some type of creature, magically created for cleaning and now gone wrong. These dusty tomes mention that the Magi had creatures such as this, and that they were directed with a simple spell, lost to the eons.

Some traveling minstrels say that the blue oozes appear in rainy summers along with heavy  floods, in similar weather to when the famous Lost City of the Magi is said to have vanished from the land. Many such storytellers will point to the sunset and describe a city of wizards perched atop the clouds to their dazzled audiences.

One of the peculiarities of blue oozes is the fact that as they eat and grow above a couple of hundred pounds they tend to split off into two or three oozes. It is therefore rare to encounter blue oozes of large size, with medium and small ones being the most common. According to storytellers, the Lost City of the Magi is completely overrun by the little mottled blue things.

Capable adventurers will generally be able to dispatch any blue oozes that threaten them, unless encountered in great numbers. It is in the days following the encounter that the reason for blue oozes to be cursed becomes apparent. For thereupon the wounds begin to sting and to turn purple, and to emanate a foul smell. If left untreated the blue itch will swell and spread.

Healers will have the most success controlling the bluish-colored infection with dry bandages and desiccants like starch or hot sand treatments, but only magic that cures disease can eliminate the nascent ooze.

Moist conditions and sweat will encourage the blue rot to spread. Those untreated will often die within a few days as the blue rash spreads and dissolves the victim’s skin. Infection of the wound and death quickly become inevitable, and the growing small ooze or oozes consume the corpse and go forth to forage.


Blue Ooze

Small ooze, unaligned


Armor Class 8
Hit Points 7 (1d8 + 3)
Speed 10 ft., climb 10 ft.


Skills Stealth +0
Damage Resistances acid, cold
Damage Vulnerability flame
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (can only detect magic to 300 ft. beyond this radius, otherwise blind)
Languages
Challenge 1/4 (50 XP)


STR 12 (+1) DEX 6 (-2) CON 16 (+3) INT 1 (-5) WIS 6 (-2) CHA 2 (-4)

Amorphous. The ooze can move through a space as narrow as 1 ince wide without squeezing.

Corrosive Form. A creature that touches the pudding takes 1 point of acid damage. Any nonmagical organic material such as wood, flesh, bone, that touches the ooze corrodes. After dealing damage, the weapon gains a permanent and cumulative -1 penalty to damage rolls. A total of -5 to a weapon results in it being rendered useless and destroyed. The pudding can eat through 2-inch-thick, nonmagical wood in 1 round.

Infectious. Any creature hit by a blue ooze’s pseudopod must succeed at a DC 13 Constitution saving throw or become infected with Blue Rot. Creatures infected with Blue Rot must succeed at a DC 13 Constitution saving throw or healing skill check after every long rest or take 1d6 + 3 points of damage. Failing three consecutive saving throws in this way results in the character dying of their infection, after which the body is consumed by the young ooze over the course of a day. The condition can only be cured permanently with magic that cures diseases or removes curses, or via cauterization that deals 1d20 points of damage.

ACTIONS


Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 1 (1d3) acid damage plus save vs. Blue Rot (see Infectious, above), and any nonmagical organic armor of any creature struck by a blue ooze suffers a cumulative -1 penalty to the armor class that the armor provides. The armor is destroyed when its armor class reaches 10.


 

5th edition Dungeons & Dragons compatible material presented under terms of the Open Game License

 


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