Alchemical Apprentice

Small Ooze, unaligned

Armor Class 11 (natural armor)

Hit Points 63 (14d6+14)

Speed walk +10, climb +10

Challenge 1

STR
13
+1
DEX
6
-2
CON
13
+1
INT
16
+3
WIS
6
-2
CHA
10
+0

Skills arcana +5

Damage Resistances acid, cold, fire, poison

Condition Immunities blinded, charmed, deafened, frightened, poisoned, prone

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8

Languages understands Common but can't speak, telepathy 10 ft.

Special Abilities

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

Absorb Potion. The ooze can absorb any potion, oil, tincture, or alchemical draught that touches it, choosing to be affected by the substance or to nullify it.

Perishable. These oozes don't fare well in sunlight and don't easily endure the rigors of travel. The creature dies if it is directly exposed to sunlight for more than 1 minute. Each day it is more than 1 mile from its “birth” place, the ooze must succeed on a DC 12 Constitution saving throw or die.

Produce Potion (1/Day). The alchemical apprentice can produce one common potion, oil, tincture, or alchemical draught each day. If no creature is there to bottle, or otherwise collect, the substance when it is produced, it trickles away and is wasted.

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage.

Magical Burble. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) acid, cold, fire, or poison damage.

Source: Creature Codex · OGL/Open