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Attack of the Ooze is a compilation of Monsters I draw as part of my There are very few rules in this book. I did not reprint any WoTC
Weekly Monster Drawing on Twitch. I’ve been drawing Dungeon and content, so you might still want to have the Monster manual on
Dragons inspired monsters every week for three years now and I want- hand when running these monsters using the 5e rules. These
ed to mark the occasion. I am putting this up as a “Pay what you want” monsters should also be easy to convert over to be useful in any
product that you can download and share. If you use these monsters, game system.
please give me a shout out on twitter so I can hear about how much your
group loved/hated encountering all of these Oozes. You’ll notice that none of the following creatures have Ability
scores, AC or Hit Points. This information has been omitted so
I would also like to thank my patrons on Patreon for their support. With that the DM can either use the Gelatinous Cube’s stats in the 5e
their support, I am continuously encouraged to meet my weekly quota, Monster Manual or adjust those stats for their game.
even when I am not feeling it.
In the back, you will find random roll tables for some of the effects
I live stream myself drawing these monsters once a week, on Friday found in this book of Ooze monsters.
mornings. I will post on Twitter the day before and the stream lasts 2-3
hours most of the time. Come join us in the chat and hang out.
You can find and follow me through any of the sites below:
Twitter: @SkullDixon
Instagram: instagram.com/skulldixon/
Behance: behance.net/skulldixon
Patreon: Patreon.com/SkullDixon
Blog: monstersandmusings.blogspot.com/
Notes: When the Gelatinous Icosahedron Moves it rolls forward 10ft, roll a D20 - as the numbers on its faces spin and change. The number that
is rolled indicates what action the Gelatinous Icosahedron takes. Any creature in a space that the Gelatinous Icosahedron moves into must make
a DEX save DC: 12 or be engulfed.
Gelatinous Icosahedron
1. Any Creature within 5ft of the Gelatious Icosahedron are healed 2D6 Damage.
2. Chromatic Orb, Level 3, fires off from each corner of the Gelatinous Icosahedron up to 120ft. +6 to hit; functions same as spell.
Roll 1D6 to determine damage type.
3. Gelatinous Icosahedron moves towards the closest creature within 30ft to Engulf that creature. Dex save DC: 14.
4. The Gelatinous Icosahedron makes two attacks with its Pseudopods. +6 to hit, 5ft reach, one creature each. Hit 4D6 Acid Damage.
5. Heal Self: 3D12+10, make one Pseudopod attack. +6 to hit, 5ft reach, one creature. Hit: 4D6 Acid Damage.
6. Target one creature; cast Reduce spell. Lasts 1D4+1 rounds. CON save DC: 16. Functions same as spell.
7. Gelatinous Icosahedron moves towards the closest creature within 30ft to Engulf that creature. Dex save DC: 14.
8. The Gelatinous Icosahedron makes two attacks with its Pseudopods. +6 to hit, 5ft reach, one creature each. Hit 4D6 Acid Damage.
9. Target one creature; cast Gaseous Form spell. Lasts 1D4+1 rounds. CON save DC: 16. Functions same as spell.
10. Target one creature; CON save DC: 16. Swarm of Locusts pours out of their mouth. Stunned one round. Swarm beings next
round as new monster in the initaitive.
11. Ray of Enfeeblement fires off from each corner of the Gelatinous Icosahedron up to 120ft. +6 to hit; functions same as spell.
Lasts 1D4+1 rounds.
12. All creatures within 60ft of the Gelatinous Icosahedron must
make a WIS save DC: 16. Randomly switch location with all
creatures who failed the roll.
13. Scortching Ray, Level 3, fires off from each corner of the
Gelatinous Icosahedron up to 120ft. +6 to hit; functions
same as spell.
14. Ray of Sickness, Level 3, fires off from each corner of the
Gelatinous Icosahedron up to 120ft.
+6 to hit; functions same as spell.
15. The Gelatinous Icosahedron makes two attacks with its
Pseudopods. +6 to hit, 5ft reach, one creature each.
Hit 4D6 Acid Damage.
16. Gelatinous Icosahedron moves towards the closest creature
within 30ft to Engulf that creature. Dex save DC: 14.
17. Magnetic: All metal within 30ft is pulled towards and into the
Gelatinous Icosahedron. If held by a creature, creature makes a
DEX save DC: 16. Lasts one round.
18. Gelatinous Icosahedron moves towards the closest creature
within 30ft to Engulf that creature. Dex save DC: 14.
19. Gelatinous Icosahedron divides into 2 Medium sized Gelatinous
Icosahedron. Divide the Hit Points of the first Gelatinous
Icosahedron evenly between the two.
20. Firebell, level 7, Centered on the Gelatinous Icosahedron.
Functions same as spell. Large, Ooze. Neutral.
Gelatinous Dodecahedron
1. For the next round, the Gelatinous Dodecahedron Reflects Back Any Spell cast it or on it; adding+2 to any saving throws or to
hit rolls. Gelatinous Dodecahedron makes one attack with its Pseudopods. +6 to hit, 5ft reach, one creature each.
Hit 4D6 Acid Damage.
2. Ray of Sickness, Level 3, fires off from each corner of the Gelatinous Dodecahedron up to 120ft. +6 to hit; functions same as spell.
3. Gelatinous Dodecahedron moves towards the closest creature within 30ft to Engulf that creature. Dex save DC: 14.
4. The Gelatinous Dodecahedron makes two attacks with its Pseudopods. +6 to hit, 5ft reach, one creature each.
Hit 4D6 Acid Damage.
5. Gelatinous Dodecahedronturns into a Poisonous Gasous Form; similar to the spell, for 1D4 rounds. Any creature that starts its
turn or enters the Gelatinous Dodecahedron’s space must make a CON saving throw VS. Poison; DC: 16 or take 2D12 poison
damage, or half as much if successful.
6. Gelatinous Dodecahedron casts Stinking Cloud. Creatures that starts its turn or enters the Gelatinous Dodecahedron’s space
must make a CON save; DC: 16.
7. Gelatinous Dodecahedron moves towards the closest creature
within 30ft to Engulf that creature. Dex save DC: 14.
8. Heal Self: 3D12+10, make one Pseudopod attack. +6 to hit,
5ft reach, one creature. Hit: 4D6 Acid Damage.
9. The Gelatinous Dodecahedron makes two attacks with its
Pseudopods. +6 to hit, 5ft reach, one creature each.
Hit 4D6 Acid Damage.
10. Gelatinous Dodecahedron moves towards the closest creature
within 30ft to Engulf that creature. Dex save DC: 14.
11. Ray of Enfeeblement fires off from each corner of the Gelatinous
Dodecahedron up to 120ft. +6 to hit; functions same as spell.
12. Gelatinous Dodecahedron Melts into a 60ft pool of Acid for one
round before reverting to its orginal form. Creatures that starts its
turn or enters the Gelatinous Dodecahedron’s space must make a
CON save; DC: 16. 4D6 acid damage, half damage if successful.
Note:
A DM can change the creature types that the Gelatinous Decagon
summons as well as form their own Random Roll tables.
Gelatinous Tetrahedron
Caution:
Gelatinous Tetrahedron should be unleased with the upmost care. Its effects are
permanent and only reversable with a Wish Spell. This creature may not fit your group’s
play style.
1. Gelatinous Tetrahedron select one creature within 60ft and change its Race.
CON save DC: 18.
2. Gelatinous Tetrahedron select one creature within 60ft and change its Gender.
CON save DC: 18.
3. Gelatinous Tetrahedron makes two attacks with its Pseudopods.
+6 to hit, 5ft reach, one creature each. Hit 4D6 Acid Damage.
4. Gelatinous Tetrahedron select one creature within 60ft and change its Class.
CON save DC: 18.
Condition Immunities:
Blinded, charmed, deafened, prone,
exhaustion, and frightened.
Senses:
Blindsight 60ft.
Movement:
35ft
Spider Climb.
The Gelatinous2 is move across any surface
even walls and ceilings. It ignores difficult
terrain.
Portal.
The Gelatinous2 also acts as a Portal or
openning in the space that it is on anything
can see through this openning or pass
through it. The Gelatinous2 takes up an entire
space. Creatures that enter the space as the
Gelatinous2 will fallthrough the Gelatinous2,
taking 10 (3d6) acid damage.
Transparent.
Even when the Gelatinous2 is in plain sight, it
takes a successful DC 15 Wisdom (Perception)
check to spot a the Gelatinous2 that has neither
moved nor attacked. A creature that tries to
enter the Gelatinous2’s space while unaware of
the cube is surprised by the Gelatinous2.
Action.
Pseudopod. Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature.
Hit: 10 (3d6) acid damage.
Possession Ooze
Small, Ooze. Neutral.
Condition Immunities:
Blinded, charmed, deafened, prone, exhaustion, and frightened.
Senses:
Blindsight 60ft.
Movement:
15ft or the movement of possessed creature.
Ooze Possession
When the Possession Ooze enters the same space as another creature, the
creature needs to make CHA DC: 15 check or become possessed. If save
was unsuccessful, the creature become incapacitated and loses control of
their body. It is now in control of the Possession Ooze.
Possession lasts until body of host drops to 0 or the Possession Ooze is
incapacitated.
If creature successfully sves, they cannot be targeted by the Possession
Oozeagain for 24 hours.
Ooze Projectile.
Possession Ooze can shoot a small glob of ooze at a creautre which is
a Baby Possession Ooze. Hit: +5, 60ft/120ft. No damage, but the Baby
Possession Ooze tried to possess the creature, WIS save DC: 13.
Action
Possession. Possession Ooze has the same
actions as the possessed creature while
controlling another creature.
Pseudopod. Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature.
Hit: 10 (3d6) acid damage.
Oozoid
Medium, Ooze. Neutral.
Damage Immunities:
Slashing and Piercing Damage; Normal and Magical.
Condition Immunities:
Blinded, charmed, deafened, prone, exhaustion, and frightened.
Vulnerability:
Magical Cold Damage, Damage to the Nucleus.
Senses:
Blindsight 60ft.
Movement:
30ft
Duplacation:
If the Oozoid is hit with a Slashing attack, the
oozoid is cut into two and at the begining of
its turn, each piece regenerates into a Whole
Ooziod.
Nucleus.
Increase AC by 2 if the Oozoid’s Nucleus is
targeted with an attack.
Action
Drain Fluids: Melee Attack: +6 to hit,
5ft reach, one target.
Hit: 1D4 acid Damage. CON save DC: 15 or
gain 1 point of Exhaustion.
Gelatinous Knight
Medium, Ooze. Neutral.
Condition Immunities:
Blinded, charmed, deafened, prone, exhaustion, and frightened.
Senses:
Blindsight 60ft.
Movement:
30ft
Magic Armor.
The Gelatinous Knight was a Gelatinous Ooze that engulfed a suit
of magical armor. This acted as the ooze putting on the magic suit of
armor and the magic caused the ooze to be drawn into the suit, as the
suit tried to adjust to the Ooze’s size.
The DM should pick what Suit of Armor the Ooze Knight is now
wearing and add those benefits to this creature.
Oozy Exterior.
The Gelatinous Knight does not fully fit into its new space and some
of the ooze leaks out. Any creature that grapples the Gelatinous
Knight takes 1D6 Acid damage per round.
Action
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature.
Hit: 10 (3d6) acid damage.
Longsword. 2-handed, Melee Weapon Attack: +6 to hit,
reach 5 ft., one creature.
Hit: 1D10 +1d6 acid damage.
Cosmic Ooze Storm
The Cosmic Ooze Storm is a cosmic occurrence that takes place once every 138 years. Where it originates is unknown and sometimes it passes
through the cosmos and nothing happens. But occasionally, the Cosmic Ooze Storm washes over a planet or space bourne object and raining
down oozes of all kinds. When the Cosmic Ooze Storm is encountered, roll 1D20+10 to see how many Oozes drop from the storm and spawn.
Roll on the table on the next page to see what kind of Ooze is spawn for each one.