Blood Oozes
Oozes that invade foreign planes and are led by the evil God of Biomancy Zelgark
You have at least Medium Armor against Fire, Lightning, and Cold damage. On damage: inflict 1 stack of Oozefected.
Heroes may choose to have an attack miss them if they allow an item they are carrying to burn away to nothing (if multiple small things occupy one inventory slot, they all burn).
When in the dark, attacks against you have advantage and attacks you make have advantage.
When in the light, attacks against you have disadvantage and attacks you make have disadvantage.
- •Singe.2d4+7
- •Overheat (Once).1d20+10.
Cannot miss or crit
When using Overheat, players should be offered to shield themselves from the damage with something they are carrying.
When hit by a melee attack, retaliate with a ranged attack against a different foe. Then, Ranged Retaliation deactivates and Melee Retaliation activates.
When hit by a ranged attack, retaliate with a melee attack against a different foe. Then, Melee Retaliation deactivates and Ranged Retaliation activates.
Contact with an ooze inflicts the Digested condition: they deal an additional X damage for each time the target has been Digested this encounter.
- Ooze-Infused Sword.2d4+X
This creature appears to be a statue, but is actually just the sword. The ooze that has consumed the sword has constructed the statue out of bone. Attacks that are declared to be against the statue, and not the sword, have no effect.
You have X destroyable parts. All attacks against you that hit destroy one part and only do 1 damage until all parts are destroyed. Attacks that ignore armor still destroy parts, but deal full damage.
X=2. When all of your parts are broken, your reach is reduced to 1 for all attacks, but you deal an extra 2d4 damage.
- •Ooze-Infused Greatsword.2d4+6.
Reach: 2.
- •Scream (once).
Range: 8. One target within range must make a DC 11 STR save or be Dazed for one turn.
This creature is an incredibly long greatsword that coils like a snake. It has no mouth or eyes, but has a head near its hilt.
When hit by a melee attack, retaliate with a ranged attack against a different foe. Then, Ranged Retaliation deactivates and Melee Retaliation activates.
When hit by a ranged attack, retaliate with a melee attack against a different foe. Then, Melee Retaliation deactivates and Ranged Retaliation activates.
- •Smash.1d2.
(Reach: 3) Cannot crit. On hit: deal 1d20 damage
- •Hurl Stone (Three times).1d4+8.
(Range: 12)
When in the dark, attacks against you have advantage and attacks you make have advantage.
When in the light, attacks against you have disadvantage and attacks you make have disadvantage.
- •Control the Lights.
Turn the lights on or off.
- •Smack.2d8+5+X.
X = Stacks of Oozefected on target
You have X destroyable parts. All attacks against you that hit destroy one part and only do 1 damage until all parts are destroyed. Attacks that ignore armor still destroy parts, but deal full damage.
X = 4. When all parts are destroyed, you fall prone, have a movement speed of zero, and can use your Regrow action.
- •Stomp.1d4+4.
On crit: Prone
- •Trample.1d12+4 to a Prone target
- •Regrow (0 times).
Regrow all of your parts. Must be on stone to do so.
If you are attacked before you attack, you take an extra 20 damage.
If you attack before you are attacked, you deal an extra 10 damage.
- •Claw, Claw, Bite!3d6+10
- •Hide Away.
Move 4, then become Invisible until you attack if you have cover from all heroes.
- •Spread Ooze.2d8+5.
Attacks all enemies within Reach: 4. On crit: Inflict 3 stacks of Oozefected.
- •Absorb Ooze.1d8+12.
Attacks all enemies within Reach: 6 with Oozefected. Removes 3 stacks of Oozefected and does not apply any.
- •Ooze Crush (Range: 12).2d8+16.
Misses if not used against a target with at least 10 stacks of Oozefected.