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Ooze-Folk
- STR
- 14 (+2)
- DEX
- 3 (-4)
- CON
- 20 (+5)
- INT
- 1 (-5)
- WIS
- 6 (-2)
- CHA
- 1 (-5)
Even when an ooze-folk is in plain sight, it takes a DC 12 Wisdom (Perception) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is surprised by the ooze-folk.
For each 5 damage it takes, the ooze-folk's walking speed is reduced by 5 feet.
Actions
The ooze folk makes one glass longsword attack and one pseudopod attack.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) slashing damage. If a 1 is rolled on an attack roll with a glass longsword, it shatters and can no longer be used.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) acid damage.
Find this creature in the encounter builder

Source: Lost Laboratory of Kwalish, p. 46 - Licenses and attribution