Alchemical Ooze

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Alchemical Ooze
Medium Ooze, Unaligned
Armor Class: 7
Hit Points: 85 (10d10 + 30)
Speed: 20ft., climb 20ft.
Abilities

STR DEX CON INT WIS CHA
17 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5)

Damage Immunities: Slashing, Base Element
Damage Resistances: Other two non-opposed Elements (Acid-Lightning, Fire-Cold)
Condition Immunities: Blinded , Charmed, Deafened, Exhaustion, Frightened, Prone
Senses: Blindsight Dash (60 ft). (Blind beyond this radius), Passive Perception 8
Languages: -
Challenge: 4 (1,100 XP)

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

Alchemical Form
A creature that touches the alchemical ooze or hits it with a melee attack while within 5 feet of it takes 4 (1d8) [Base Element] damage. In addition, Alchemical Oozes regain hp when attacked by their Base Element, an alchemical ooze recovers hp equal to half the damage an attack would normally do (round up). Further each Base Elemental type has a special passive feature it can use.

Acid
Any nonmagical weapon that hits the alchemical ooze is damaged. After dealing damage, the weapon takes a permanent cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed . Non magical ammunition that hits the alchemical ooze is destroyed after dealing damage. The alchemical ooze can eat through 2-inch-thick material in 1 round.

Cold
All the ground around the alchemical ooze is considered difficult terrain to other creatures out to a Reach (10 ft) radius. The alchemical ooze automatically freezes any water it touches, allowing it to walk across water. Any nonmagical weapon that hits the alchemical ooze may be stuck, frozen into the ooze’s form. The wielder must make an opposed Strength (Athletics) check against a DC 15 to not lose their weapon on an attack. (This DC is Constitution Based).

Electricity
Another creature 1d4+1 creatures within a Dash (60 ft) radius of the attacking creature must succeed on a DC 15 Dexterity Saving Throw or suffer 4 (1d8) Electricity damage as the alchemical ooze’s counter attack arcs from the assaulting creature. If there are not enough creatures in range, then the arcs can target the same creature.

Fire
A creature that hits or touches the alchemical ooze is catches fire; until someone takes an Action with a successful Wisdom (Survival) check (DC 15) to douse the fire, the creature takes 4 (1d8) fire damage at the start of each of its turns. Further, any flammable objects the fire alchemical ooze touches immediately ignite.

Spider Climb
The alchemical ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Pseudopod
*Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
*Hit:
6 (1d6 + 3) bludgeoning damage plus 18 (4d8) [Base Element] damage. This damage has an elemental rider effect

Acid
In addition, non magical armor worn by the target is partly damaged and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 9.

Cold
Creatures damaged by the alchemical ooze must make a DC 15 Constitution Saving Throw, or suffer 1d4 paces of movement speed loss, for 1d4+1 rounds. This effects all movement forms of the creature. If a creature’s movement speed is reduced to 0, they are Paralyzed by this effect. Each attack that deals Fire Damage immediately negates 1d4 paces of movement speed, alternatively a character with a heat source (such as a torch), may spend an Action to negate 1d4 paces of movement speed.

Electricity
Another creature 1d4+1 creatures within a Dash (60 ft) radius of the attacking creature must succeed on a DC 15 Dexterity Saving Throw or suffer 9 (2d8) Electricity damage as the alchemical ooze’s attack arcs from the assaulting creature. If there are not enough creatures in range, then the arcs can target the same creature.

Fire
A creature struck by the alchemical ooze catches flame; until someone takes an Action with a successful Wisdom (Survival) check (DC 15) to douse the fire, the creature takes 9 (2d8) fire damage at the start of each of its turns.

REACTIONS

Split
When an alchemical ooze that is Small or larger is subjected to their Base Element or Slashing damage, it splits into two new alchemcial oozes if it has at least 10 hit points. Each new pudding has hit points equal to half the original ooze’s, rounded down. New alchemical oozes are one size smaller than the original ooze.

Alchemical Ooze

The Azure Triskele Vivika