Hawk Diesel
Adventurer
At some point, my players are going to encounter this gem of a creature. I thought it an interesting take on living spells, and wanted to see what others thought.
Sickening Sleep
Huge ooze, unaligned
________________________________________
Armor Class 6
Hit Points 84 (8d10 + 40)
Speed 15 ft.
________________________________________
STR 14 (+2)
DEX 3 (-4)
CON 20 (+5)
INT 1 (-5)
WIS 6 (-2)
CHA 1 (-5)
________________________________________
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Sense blindsight 60’ (blind beyond this radius), passive Perception 8
Languages Understands the language of its master
________________________________________
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Gelatinous Ooze. The ooze takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 1d6 Strength damage.
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Lullabye. The ooze emits a magical lullaby, causing all creatures within 60’ who can hear it to feel drowsy. Those affected must make a DC 12 Wisdom.
Those that fail fall asleep until they can no longer hear the lullaby. A creature sleeping under this spell is allowed another saving throw with advantage if they take damage or a creature uses an action to attempt to wake them up.
Creatures that succeed their saving throw are limited to choosing either an action or bonus action during their turn, but cannot do both. They are also unable to take reactions.
Elves and creatures that are immune to sleep effects automatically succeed on their saving throw, but are otherwise affected as any other creature.
This ability has no effect on deafened creatures or those without the capacity to hear.
ACTIONS
Pseudopod. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 1d6 Strength damage and the target must make a new saving throw against the Lullaby ability or fall asleep. A target’s Strength score cannot drop below 1.
Engulf. The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the ooze enters the creature's space, and the creature takes 1d6 Strength damage and is engulfed. The engulfed creature can't breathe and is restrained. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.
Sickening Sleep
Huge ooze, unaligned
________________________________________
Armor Class 6
Hit Points 84 (8d10 + 40)
Speed 15 ft.
________________________________________
STR 14 (+2)
DEX 3 (-4)
CON 20 (+5)
INT 1 (-5)
WIS 6 (-2)
CHA 1 (-5)
________________________________________
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Sense blindsight 60’ (blind beyond this radius), passive Perception 8
Languages Understands the language of its master
________________________________________
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Gelatinous Ooze. The ooze takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 1d6 Strength damage.
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Lullabye. The ooze emits a magical lullaby, causing all creatures within 60’ who can hear it to feel drowsy. Those affected must make a DC 12 Wisdom.
Those that fail fall asleep until they can no longer hear the lullaby. A creature sleeping under this spell is allowed another saving throw with advantage if they take damage or a creature uses an action to attempt to wake them up.
Creatures that succeed their saving throw are limited to choosing either an action or bonus action during their turn, but cannot do both. They are also unable to take reactions.
Elves and creatures that are immune to sleep effects automatically succeed on their saving throw, but are otherwise affected as any other creature.
This ability has no effect on deafened creatures or those without the capacity to hear.
ACTIONS
Pseudopod. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 1d6 Strength damage and the target must make a new saving throw against the Lullaby ability or fall asleep. A target’s Strength score cannot drop below 1.
Engulf. The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the ooze enters the creature's space, and the creature takes 1d6 Strength damage and is engulfed. The engulfed creature can't breathe and is restrained. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.