Diving Gel

Tiny Ooze, unaligned

Armor Class 13

Hit Points 17 (5d4+5)

Speed swim +40, walk +5

Challenge 1/4

STR
3
-4
DEX
16
+3
CON
13
+1
INT
3
-4
WIS
6
-2
CHA
1
-5

Skills perception -2

Damage Resistances acid, fire, poison

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

Senses darkvision 60', passive Perception 8

Languages

Special Abilities

Amorphous. Move through space 1ft.+ wide with o squeezing.

Amphibious. Can breathe air and water.

Ooze Nature. Doesn't require sleep.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 5 (1d4+3) bludgeoning damage.

Attach. Melee Weapon Attack: +5 to hit, 5 ft., one creature,. The gel attaches itself to the head face or gills of a creature. If the creature is Large or smaller and can breathe air it continues to breathe normally as the air-filled gel provides breathable air for the creature. If the creature can't breathe air it must hold its breath or begin to suffocate. If the gel is attached to a creature it has advantage on attack rolls vs. that creature. A creature including the target can take its action to detach the diving gel by succeeding on a DC 12 Str check.

Source: Tome of Beasts 3 · OGL/Open