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Medium ooze · CR 1/2

Gray Ooze

Armor Class8
Hit Points22 (3d8+9)
Speed10 ft., climb 10 ft.
ChallengeCR 1/2 (100 XP)
STR
12
(+1)
DEX
6
(-2)
CON
16
(+3)
INT
1
(-5)
WIS
6
(-2)
CHA
2
(-4)
SkillsStealth +2
Resistancesacid, cold, fire
Cond. ImmuneBlinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Sensesblindsight 60 ft. (blind beyond this radius), passive Perception 8
Special Abilities
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Running Gray Ooze in an encounter

As a CR 1/2 threat worth 100 XP, Gray Ooze is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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