Diving Gel
Tiny Ooze, unaligned
Armor Class 13
Hit Points 17 (5d4+5)
Speed 5 ft., swim 40 ft.
- 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 —
Challenge 1/4
Traits
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.






