The Grey Tide
Gargantuan ooze, unaligned
The grey that sits on the water from dusk till noon is not weather. It is the living tide itself, come up to look at the town it keeps. It moves without hurrying and takes without reaching, and everything it covers comes back grey and quiet and still slightly damp.
Armor Class 15 (viscous surface)
Hit Points 294 (19d20 + 95)
Speed 20 ft., swim 40 ft.
- STR
- 22 (+6)
- DEX
- 8 (-1)
- CON
- 20 (+5)
- INT
- 10 (+0)
- WIS
- 14 (+2)
- CHA
- 12 (+1)
Saving Throws Con +10, Str +11
Damage Immunities acid, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 120 ft., passive Perception 12
Languages —
Challenge 15
Traits
Legendary Resistance (3/Day). If the grey tide fails a saving throw, it can choose to succeed instead.
Amorphous. The tide can move through a space as narrow as 1 foot wide without squeezing.
Ooze Nature. The tide does not require sleep and cannot be blinded by ordinary means.
Shed the Small (1/Day). When the tide has at least 100 hit points, it can shed one Small grey ooze that acts as its ally. The shed ooze has AC 12, 30 hit points, speed 20 ft. and swim 20 ft., and one slam attack dealing 9 (2d6 + 2) acid damage. It lasts for 1 hour or until destroyed.
Actions
Multiattack. The tide makes three pseudopod attacks.
Pseudopod. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 32 (4d12 + 6) acid damage.
Engulf. The tide flows over Huge or smaller creatures in its space. Each target must make a DC 18 Constitution saving throw or take 36 (8d8) acid damage and be engulfed. An engulfed creature is blinded and restrained, and takes 18 (4d8) acid damage at the start of each of the tide's turns. It can escape with a successful DC 18 Strength check.
Legendary Actions
Pseudopod. The tide makes one pseudopod attack.





