TEXT:  
   
   
  
  1 
  OOZE 
  OPTIONS 
  FOR THE SLIME-HEARTED 
   
   
   
  TABLE OF CONTENTS 
   
  RACES 
   
     Slimeling 
  1 
  SUBCLASSES 
   
     Cleric (Corrosion Domain) 
  4 
     Paladin (Oath of Hunger) 
  5 
     Sorcerer (Slime Soul) 
  7 
     Warlock (Faceless Lord patron) 
  8 
  MONSTERS 
   
     Bloodwalker 
  11 
     Dracoblex 
  11 
     Mimic Slime 
  12 
     Saltpeter Jelly 
  13 
     Slimehound 
  13 
     Winter Pudding 
  14 
  MAGIC ITEMS 
  15 
   
   
   
   
  RACES 
  In the following section, you’ll find a brief 
  description of the Slimeling, a humanoid 
  ooze player race. 
   
  SLIMELING 
  “The dungeon’s floors were spotless. That 
  should have been our first clue.” 
     ––From the journal of Jaster Hollowquill, 
  on his first exploration of Undermountain 
   
  On the rarest of occasions, from the deluge 
  of mindless, burning, ravenous oozes, a 
  spark of intelligence will coalesce, forming a 
  sentient slime-like race called a “slimeling”. 
  These creatures, though often confused for 
  their monstrous brethren, are generally 
  quite curious and sensitive creatures, if a 
  little difficult to read. 
     The appearance of slimelings are widely 
  variable, depending on their ooze heritage. 
  Most share a vaguely humanoid form, 
  though rounded at the edges. With enough 
  concentration, slimelings can shape their 
  form into humanoid features, with the most 
  veteran slimelings taking on features of 
  those around them without even realizing. 
  However, in moments of peace or 
  distraction, many slimes drop their slender 
  silhouette in favor of a more vague and 
  featureless one. 
     Slimeling societies exists, but are 
  extremely rare, as slimelings themselves 
  are a veritable accident of nature. They are 
  asexual, and reproduce by splitting forms 
  into multiple smaller slimelings. As a result, 
  slimelings retain some vague memory of 
  past lives, often recognizing familiar faces 
  but unable to place where they’ve met.  
   
  
  2 
  SLIME TRAITS
   
  Your slimeling character is a semi-solid 
  body of ooze with many gelatinous features. 
     Ability Score Increase. ​Your Constitution 
  score increases by 2. 
     Age. ​As an amorphous creature made of 
  acidic ooze, slimelings reach maturity within 
  a year of being created and live for upwards 
  of a hundred years. 
     Alignment. ​Like their monstrous kin, 
  slimelings have no particular moral or 
  chaotic leaning, sticking mostly to the 
  neutral alignments. 
     Size. ​slimelings are widely variable in 
  size, and they can gain and lose mass very 
  rapidly depending on their diet. Most, 
  however, are around five feet tall. Your size 
  is Medium. 
     Speed. ​You have a base walking speed of 
  30 feet. 
     Acidic. ​You are resistant to acid damage. 
  Additionally, armor you wear must be 
  specially treated in order to touch your skin 
  without corroding. 
     ​Amorphous. ​Your semi-solid body can 
  squeeze through spaces fit for Small and 
  Tiny creatures without suffering any 
  penalties to Dexterity or movement. 
     Eyeless. ​As a largely homogenous 
  creature without major sensory organs, your 
  entire body is functionally an eye. You have 
  blindsight in a 60 foot radius, beyond which 
  you are blind. Additionally, you are immune 
  to the blinded condition. 
     ​Ooze Nature. ​You do not require sleep, 
  and gain the benefits of a long rest after four 
  hours of light activity. 
     Languages. ​You can speak, read, and 
  write Common and Abyssal. You are not a 
  demon, but your heritage and intelligence is 
  the result of the influence of Juiblex, the 
  demon lord of oozes, and so you inherit his 
  tongue. 
     Subrace. ​Slimelings are divided into 
  families based on their color and texture: 
  black pudding, gelatinous cube, gray ooze, 
  and ochre jelly.  
   
  BLACK PUDDING 
  You are descended from the black pudding 
  ooze, which resembles a mound of sticky 
  tar or black sludge. You are more corrosive 
  than your kin, and your very body is a 
  weapon. Most slimeling fighters, monks and 
  paladins are of the black pudding heritage. 
     Ability Score Increase. ​Your Strength 
  score increases by 1. 
     Natural Weapons. ​Your body is a natural 
  weapon you are considered proficient in, 
  and any attack made with an exposed part 
  of your body is a Strength weapon that 
  deals 4 (1d8) acid damage. 
     Corrode Metal. ​As a reaction, when a 
  creature makes an attack against you from 
  within 5 feet of you, you can splash them 
  with a deluge of acid, reducing their Armor 
  Class by 1. Once you use this feature, you 
  can’t use it again until you finish a short or 
  long rest. 
   
  GELATINOUS CUBE 
  You are descended from the gelatinous 
  cube ooze, the most infamous of its family. 
  You have a light blue or white coloration, 
  and your body is so translucent as to be 
  invisible under certain circumstances. 
     Ability Score Increase. ​Your Wisdom 
  score increases by 1. 
     Transparent. ​If you are not moving, it 
  takes a DC 15 Wisdom (Perception) check 
  to spot you. Otherwise, you appear to be an 
  inanimate pile of clothing and equipment, or 
  if you are wearing no clothing, you look like 
  nothing at all. 
  
  3 
     ​Faceless. ​Your transparent form makes it 
  even more difficult to read your body 
  language than other slimelings. Other 
  creatures have disadvantage on Wisdom 
  (Insight) checks made to tell when you are 
  telling the truth. 
   
  GREY OOZE 
  You are descended from the grey ooze, the 
  most stealthy and insidious of the ooze 
  family. Your coloration ranges from 
  blue-grey to purple-black, and you have a 
  smooth, almost clay-like texture. You are 
  much more adept at shaping your form than 
  other slimelings, with the most talented of 
  your heritage retaining fully humanoid 
  forms, indistinguishable from other races 
  save for their solid grey coloration. 
     Ability Score Increase. ​Your Charisma 
  score increases by 1. 
     Shapechanger. ​Your recognizable 
  features are the result of conscious effort. 
  As an action, you can change your 
  appearance as if casting the ​disguise self 
  spell, with the restriction that your coloration 
  must be in shades of gray. This appearance 
  is not illusory, and therefore cannot be 
  dispelled or seen through. 
   
  OCHRE JELLY 
  You are descended from the ochre jelly 
  ooze, a little known but deadly member of 
  the ooze family. Your coloration ranges from 
  a bright yellow to a deep brown or orange, 
  and you are decidedly opaque. You are 
  unusually sticky compared to other slimes, 
  which grants you an additional mode of 
  movement. Most slimeling rogues are of the 
  ochre jelly heritage. 
     ​Ability Score Increase. ​Your Dexterity 
  score increases by 1. 
     Spider Climb. ​You can climb difficult 
  surfaces, including upside down on ceilings, 
  without needing to make an ability check. 
     ​Sticky. ​You have advantage on checks 
  made to grapple other creatures. 
   
   
  
  4 
  SUBCLASSES 
  In the following section, you’ll find a brief 
  description of four slime-themed 
  subclasses. 
   
  CLERIC:  
  CORROSION DOMAIN 
  The gods of corrosion are rarely kind: they 
  represent the slow unspooling of the world 
  and its reduction to primordial stew. It is 
  sometimes difficult to draw lessons from the 
  teachings of gods of this domain, as their 
  very nature seems accidental yet inevitable. 
  But those who persist in trying to divine 
  meaning from their work can learn the value 
  of patience, and the power of slow and 
  steady work––for even the mountains 
  cannot stand up to the power of erosion and 
  decay. Deities of this domain include Gelf 
  Darkhearth, Urdlen, the dragon god 
  Faluzure, Shar, as well as the demon lord 
  Jubliex. 
   
  CORROSION DOMAIN FEATURES 
  Cleric 
  Level 
  Feature 
  1st 
  Bonus Cantrips, Acid Backlash 
  2nd 
  Channel Divinity: Corrode 
  Defenses 
  6th 
  Melting Force 
  8th 
  Divine Strike 
  17th 
  Improved Corrosion 
   
  DOMAIN SPELLS 
  You gain domain spells at the cleric levels 
  listed in the Corrosion Domain Spells table. 
  See the Divine Domain class feature for 
  how domain spells work. 
   
  CORROSION DOMAIN SPELLS 
  Cleric 
  Level 
  Feature 
  1st 
  absorb elements, grease 
  3rd 
  blindness/deafness, melf’s acid 
  arrow 
  5th 
  hunger of hadar, protection 
  from energy 
  7th 
  elemental bane, vitriolic sphere 
  9th 
  cloudkill, enervation 
   
  BONUS CANTRIPS 
  When you choose this domain at 1st level, 
  you learn the ​acid splash ​and ​primal 
  savagery ​cantrips if you don’t already know 
  them. 
   
  ACID BACKLASH 
  At 1st level, when you are hit by a creature 
  within 5 feet of you, you can use your 
  reaction to summon a splash of acid. The 
  creature must make a Dexterity saving 
  throw against your cleric spell save DC, 
  taking 2d8 acid damage on a failed save or 
  half as much on a successful one. 
     You can use this feature a number of 
  times equal to your Wisdom modifier 
  (minimum of once). You regain all expended 
  uses on a long rest. 
   
  CHANNEL DIVINITY: 
  CORRODE DEFENSES 
  Starting at 2nd level, as an action, you 
  present your holy symbol and evoke the 
  name of your deity. For 1 minute, any 
  
  5 
  creature you hit with a weapon attack 
  suffers a -1 penalty to AC until the duration 
  of this feature ends. A creature can only be 
  affected by this feature once each time it is 
  used. 
     You can use this feature a number of 
  times equal to your Wisdom modifier 
  (minimum of once). You regain all expended 
  uses on a long rest. 
   
  MELTING FORCE 
  At 6th level, when you deal acid damage to 
  a creature, you deal additional acid damage 
  equal to your Wisdom modifier. 
   
  DIVINE STRIKE 
  At 8th level, once on each of your turns 
  when you hit a creature with a weapon 
  attack, you can cause the attack to deal an 
  extra 1d8 acid damage to the target. When 
  you reach 14th level, the extra damage 
  increases to 2d8. 
   
  IMPROVED CORROSION 
  At 17th level, the AC penalty imposed by 
  your Corrode Defenses feature becomes -2, 
  and its effects are permanent, rather than 
  wearing off at the end of your Channel 
  Divinity’s duration. 
   
   
  PALADIN:  
  OATH OF HUNGER 
  The Oath of Hunger is a discipline adopted 
  by many paladins dissuaded with their pious 
  lives in other faiths. Such a paladin rejects 
  sacrifice and casting off the material as a 
  self-righteous farce, and indulges in the 
  material with near-violent fervor. 
     At first glance, a paladin of this oath might 
  resemble a barbarian or an outlaw, as they 
  make no effort to limit their impulses, taking 
  what they want when they want it. But there 
  is a code of ethics even in chaos: a paladin 
  of this oath interprets their wants as an 
  extension of the wants of their deity, and 
  therefore denying those wants is 
  tantamount to blasphemy. 
     These paladins often serve chaotic gods, 
  particularly evil ones, as these gods are the 
  least likely to demand what they perceive as 
  meaningless restrictions and behaviours of 
  them. Common deities of this oath include 
  evil gods like Asmodeus, Mask, and Tiamat, 
  but also good gods such as Lliira, the 
  goddess of freedoms and liberties. 
   
  TENANTS OF HUNGER 
  A paladin who swears the Oath of Hunger 
  takes no physical steps to assert their 
  loyalty, believing that their behavior speaks 
  loud enough on its own. 
     Consume Passionately. ​Eat and drink as 
  if your gut is bottomless. Food and drink is a 
  gift from the world, and wasting it is an insult 
  not only to the ground it comes from, but to 
  the universe that provided it to you above all 
  others. 
     Maintain Decadence. ​There is no sin in 
  the accumulation of the material. Covering 
  yourself in symbols and treasures of your 
  journeys and conquests is an altar to your 
  own divinity. 
     Take What is Yours. ​It is the natural 
  order of the world for the hungry to 
  consume their prey. If someone has 
  something you want, and you are strong 
  enough to take it, it belongs to you. It is 
  merely waiting for you to come and claim it 
  as yours. 
   
  
  6 
  OATH OF HUNGER FEATURES 
  Paladin 
  Level 
  Feature 
  3rd 
  Channel Divinity 
  7th 
  Aura of Hunger 
  15th 
  Decadent Form 
  20th 
  Idol of Consumption 
   
  OATH SPELLS 
  You gain oath spells at the paladin levels 
  listed. 
   
  Paladin 
  Level 
  Feature 
  3rd 
  inflict wounds, ray of sickness 
  5th 
  melf’s acid arrow, ray of 
  enfeeblement 
  9th 
  hunger of hadar, vampiric 
  touch 
  13th 
  evard’s black tentacles, vitriolic 
  sphere 
  17th 
  contagion, enervation 
   
  CHANNEL DIVINITY 
  When you take this oath at 3rd level, you 
  gain the following two Channel Divinity 
  options. 
     Predator Strike. ​You can use your 
  Channel Divinity to impose the dread of 
  your hunger onto other creatures. When you 
  hit a creature with a weapon attack, you can 
  also use your Channel Divinity to force the 
  creature to make a Wisdom saving throw 
  against your paladin spell save DC. On a 
  failed save, the target becomes frightened 
  for 1 minute. A creature frightened in this 
  way perceives all other creatures as hungry 
  predators and itself as their natural prey. 
  The frightened creature can repeat this 
  saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
     Edge of Starvation. ​You can use your 
  Channel Divinity to enhance your allies’ 
  strikes with the desperate violence of 
  hunger. As a reaction when a friendly 
  creature within 30 feet of you misses a 
  weapon attack, you can use your Channel 
  Divinity to let them repeat their attack 
  against the same target. If the attack hits, it 
  deals additional damage equal to your 
  Wisdom modifier.  
   
  AURA OF HUNGER 
  Starting at 7th level, your hunger absorbs 
  the essence of those around you. When a 
  creature dies within 10 feet of you, you 
  regain hit points equal to your Wisdom 
  modifier. 
   
  DECADENT FORM 
  At 15th level, you no longer need to eat or 
  drink. When you eat, it is for pleasure and 
  indulgence.  
   
  IDOL OF CONSUMPTION 
  At 20th level, using your action, you 
  undergo a transformation, becoming an idol 
  of hunger and consumption. For 10 minutes, 
  you gain the following benefits: 
  ●
  When you deal damage to a creature 
  with a weapon attack, you regain hit 
  points equal to your Wisdom modifier. 
  ●
  You exude dread. When a creature 
  starts its turn within 30 feet of you, it 
  must make a Wisdom saving throw 
  against your paladin spell save DC. On 
  a failed save, a creature becomes 
  
  7 
  frightened as if struck by your Predator 
  Strike feature. 
  Once you use this feature, you can’t use it 
  again until you finish a long rest.  
   
  SORCERER: SLIME SOUL 
  Your power comes from a connection to the 
  acidic primordial soup that predates the 
  known world. Such a connection might 
  come about in all sorts of ways. You might 
  have received the blessing of Juiblex, the 
  demon lord of oozes, or some unknowable 
  semi-solid being from the Far Realms. You 
  might be descended from an oblex, an ooze 
  who has possessed a human form and 
  passed on its genetic code. You might have 
  fallen into a sludge of powerful magical 
  essences, leftover from the creation of the 
  Material Plane. Regardless of the reason, a 
  burning, bubbling acid runs in your blood. 
     You are something of an anomaly among 
  sorcerers. Unlike other sorcerers, most 
  creatures that share your source of power 
  are barely sentient, with no real ambitions or 
  innovations. Everyone knows the 
  devastation a dragon might wreak, or the 
  flames that linger behind a phoenix––but 
  nobody is quite sure what would happen if a 
  powerful ooze turned and razed the world. 
     Your body reflects your source of power in 
  little ways. You are a little sweatier than 
  most members of your race, and even in the 
  driest climes you seem to have a thin coat 
  of moisture clinging to you. Similarly, you 
  have a mighty hunger, and you’ve never 
  found a food that disagrees with your 
  stomach (though some produce rather nasty 
  acid reflux). Some of the most adventurous 
  of your kin have even taken to eating 
  mundane objects, such as stones and metal 
  pieces of armor and weaponry, with varying 
  degrees of success. 
   
  SLIME SOUL FEATURES 
  Sorcerer 
  Level 
  Feature 
  1st 
  Slime Skin, Acidic Aura 
  6th 
  Oozing Form 
  14th 
  Acid Burn 
  18th 
  Primordial 
   
  SLIME SKIN 
  At 1st level, you gain a climbing speed 
  equal to your walking speed, and you have 
  advantage on checks made to grapple or 
  hold creatures, items, and weapons. 
   
  ACIDIC AURA 
  Beginning at 1st level, you learn to reduce 
  your surroundings to primordial bubbling 
  acid. As an action, choose a point you can 
  see. A 15-foot radius pool of acid forms 
  centered on that point, lingering for 1 
  minute.  
     Creatures moving through this pool of acid 
  have their movement speed halved. Also, if 
  ends their turn in the pool, they take acid 
  damage equal to your sorcerer level. Once 
  you use this feature, you can’t use it again 
  until you finish a long rest. 
     At 10th level, the radius of this pool 
  increases to 30 feet. 
   
  OOZING FORM 
  At 6th level, you gain resistance to acid 
  damage. In addition, whenever you cast a 
  spell of 1st-level or higher that deals acid 
  damage to a creature, acid bubbles up 
  around you. Any creature within 5 feet of 
  
  8 
  you must make a Dexterity saving throw 
  against your sorcerer spell save DC, and on 
  a failed save takes acid damage equal to 
  half your sorcerer level. 
   
  ACID BURN 
  At 14th level, when you take damage from a 
  melee weapon attack, you can use your 
  reaction to deal acid damage to the attacker 
  equal to half your sorcerer level.  
   
  PRIMORDIAL 
  At 18th level, you gain immunity to acid 
  damage. In addition, you can use an action 
  to become semi-solid. In this form, you are 
  immune to slashing damage, and you can 
  pass over other creatures and objects as if 
  they were difficult terrain. If you end your 
  turn in the space of another object, you 
  have disadvantage on Dexterity saving 
  throws until the beginning of your next turn. 
   
   
  WARLOCK PATRON:  
  THE FACELESS LORD 
  You have made a pact with Juiblex, the 
  Faceless Lord. Unlike other warlocks, your 
  pact is not bogged down with concessions 
  and long streaks of grueling servitude and 
  intrigue: Juiblex is a simple creature, 
  content with destruction and ruin for its own 
  sake. So long as you spread chaos and 
  leave a place in worse shape than you 
  found it, you are favored in the many 
  blinking red eyes of Juiblex. 
     That said, it is not often that Juiblex takes 
  on warlocks, as his need for intervention in 
  the Material Plane is paltry. Those who 
  forge contracts with him are often mad 
  creatures who wander into the deeper 
  confines of the Underdark, and they make 
  pacts in exchange for the paths that might 
  take them home. Only some of these 
  creatures live to serve in the Faceless 
  Lord’s name, as he promises nothing and 
  delivers less. 
     There is only one thing all warlocks of the 
  Faceless Lord have in common: a 
  ceaseless hunger that renders them wild 
  and merciless, even in the presence of each 
  other.  
   
  FACELESS LORD FEATURES 
  Warlock 
  Level 
  Feature 
  1st 
  Bonus Cantrips, Sight Beyond 
  Eyes 
  6th 
  Formless Evasion 
  10th 
  Acid Ward 
  14th 
  Primal Reduction 
   
  EXPANDED SPELL LIST 
  The Faceless Lord lets you choose from an 
  expanded list of spells when you learn a 
  warlock spell. The following are added to 
  the warlock spell list for you. 
   
  FACELESS LORD  
  EXPANDED SPELL LIST 
  Spell 
  Level 
  Spells 
  1st 
  grease, ray of sickness 
  2nd 
  blindness/deafness, melf’s acid 
  arrow 
  3rd 
  feign death, slow 
  4th 
  evard’s black tentacles, vitriolic 
  
  9 
  sphere 
  5th 
  cloudkill, contagion 
  BONUS CANTRIPS 
  When you choose this patron at 1st level, 
  you learn the ​acid splash ​and ​primal 
  savagery ​cantrips, if you don’t already know 
  them. 
   
  SIGHT BEYOND EYES 
  At 1st level, you gain blindsight to a 
  distance of 60 feet.  
   
  FORMLESS EVASION 
  Beginning at 6th level, you can loosen the 
  bonds of your form. As a reaction, when hit 
  with a melee weapon attack, you can turn a 
  portion of your body to slime, reducing the 
  damage by an amount equal to half your 
  warlock level. 
   
  ACID WARD 
  At 10th level, you gain resistance to acid 
  damage, and when you cast a spell that 
  deals acid damage, you can add your 
  Charisma modifier once to the damage of 
  that spell. 
   
  PRIMAL REDUCTION 
  At 14th level, you have mastered the art of 
  loosening the bonds of the solid form. You 
  can cast the ​disintegrate ​spell once without 
  expending a spell slot or material 
  components. If a creature or object is 
  reduced to zero hit points by this spell, 
  rather than turn to dust, they are reduced to 
  a pool of acid the size of the space their 
  size category occupies. This pool lasts for 1 
  minute, and any mundane object that falls 
  into it is destroyed, as if also targeted by the 
  disintegrate ​spell. If a creature starts or 
  ends its turn in this pool, it takes acid 
  damage equal to half your warlock level. 
     Once you use this feature, you can’t use it 
  again until you finish a long rest. 
   
  ELDRITCH INVOCATIONS 
  At 2nd level, a warlock gains the Eldritch 
  Invocations feature. Here are new options 
  for that feature, in addition to the options in 
  the ​Player’s Handbook. 
  If an eldritch invocation has a prerequisite, 
  you must meet it to learn the invocation. 
  You can learn the invocation at the same 
  time that you meet its prerequisite. A level 
  prerequisite refers to your level in this class. 
   
  AMORPHOUSNESS 
  Prerequisite: Faceless Lord patron 
  You are gifted with amorphousness. As an 
  action, you can become amorphous. While 
  amorphous, you can move through any 
  space as small as 1 inch wide without 
  squeezing. 
   
  CLOAK OF VITRIOL 
  Prerequisite: Faceless Lord patron 
  As a bonus action, you can summon a thick 
  layer of burning acid just above your skin. 
  While this layer is active, when a creature 
  hits you with a melee weapon attack, they 
  take acid damage equal to your Charisma 
  modifier, as the acid splashes back on 
  them. You can dismiss this layer of acid with 
  another bonus action. 
   
  CURSE OF JUIBLEX 
  Prerequisite: Faceless Lord patron, ​eldritch blast 
  cantrip 
  Your ​eldritch blast ​cantrip is empowered by 
  the corrosive form of Juiblex. When you 
  score a critical hit with this cantrip, the 
  target’s Armor Class is permanently 
  
  10 
  reduced by 1, as a blast of acid eats 
  through its defenses. 
   
  OOZING SPEAR 
  Prerequisite: Faceless Lord patron, Pact of the 
  Blade feature 
  You create a rancid green spear that oozes 
  with vitriolic slime using your Pact of the 
  Blade feature. When you hit a creature with 
  it, you can expend a spell slot to deal an 
  additional 2d6 acid damage to the target per 
  spell level. The creature must also make a 
  Constitution saving throw against your spell 
  save DC. On a failed save, it takes an 
  additional 2d6 acid damage at the beginning 
  of its next turn.  
   
  
  11 
  MONSTERS 
  In the following section, you’ll find a handful 
  of oozes and ooze-like creatures to 
  populate your campaign. 
   
  BLOODWALKER 
  In the unfortunate event that another 
  creature should consume a slime, there’s a 
  chance that slime will coagulate inside that 
  creature’s blood, killing it and assuming 
  control of its body. Such a creature is called 
  a ​bloodwalker​––an ooze in a corporeal 
  shell, taking on the abilities of its host. The 
  stat block below describes an average 
  humanoid bloodwalker. 
     Most bloodwalkers have no more direction 
  or intelligence than a regular ooze, meaning 
  they spend most of their time ambling 
  about, finding new places to waste and 
  consume. 
   
  BLOODWALKER 
  Medium humanoid (ooze), unaligned 
   
  Armor Class ​12 
  Hit Points ​93 (11d8 + 44) 
  Speed ​30 ft., climb 30ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 
  (+3) 
  15 
  (+2) 
  19 
  (+4) 
  1 
  (-5) 
  6 
  (-2) 
  1 
  (-5) 
   
  Damage Resistances ​acid 
  Condition Immunities ​blinded, charmed, 
  deafened, exhaustion, frightened, prone  
  Senses ​blindsight 60ft. (blind beyond this 
  radius), passive perception 8 
  Languages ​––– 
  Challenge ​5 (1,800 XP) 
   
  Spider Climb. ​The bloodwalker can climb 
  difficult surfaces, including upside down on 
  ceilings, without needing to make an ability 
  check. 
  Corporeal Shell. ​The bloodwalker is a slime 
  controlling a humanoid body. If it is reduced to 
  zero hit points by anything but fire or radiant 
  damage, the slime escapes the body, 
  attempting to find a new shell in the form of a 
  corpse, or lacking that tries to escape from the 
  battle altogether. The DM chooses an 
  appropriate stat block for the slime, which is an 
  ooze reduced to a tenth of its total hit points. 
  ACTIONS 
   
  Longsword. ​Melee Weapon Attack: ​+6 to hit, 
  reach 5ft., one creature. ​Hit: ​7 (1d8 + 3) 
  slashing damage. 
  Acid Surge. ​The bloodwalker targets one 
  creature it can see within 30 feet and expels a 
  deluge of acid from its mouth. That creature 
  must make a DC 16 Dexterity saving throw, 
  taking 20 (5d8) acid damage on a failed save, 
  or half as much on a successful one. 
   
  DRACOBLEX 
  Once in a blue moon, when a weakened 
  dragon takes refuge in a system of 
  unfamiliar caves or the dungeon of a slain 
  competitor, it might happen upon an oblex 
  without knowing. In such a case, an adult or 
  ancient dragon can shake off its influence 
  with relative ease––but a young dragon 
  might find itself overwhelmed by the oblex’s 
  psychic assault. Over the course of weeks, 
  the ooze soaks into the dragon’s body, 
  irreversibly changing its form into a 
  massive, draconic slime with the most 
  fearsome features of both race––a 
  dracoblex.  
     Unlike other oozes, dracoblex retain the 
  ambition and sharp intellect of their draconic 
  mind, making them one of the few members 
  of the ooze family to form plans and 
  manipulate other creatures. 
  
  12 
  DRACOBLEX 
  Large dragon (ooze), neutral 
   
  Armor Class ​17 (natural armor) 
  Hit Points ​142 (15d10 + 60) 
  Speed ​40ft., fly 60ft., climb 40ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 
  (+4) 
  14 
  (+2) 
  19 
  (+4) 
  15 
  (+2) 
  11 
  (+0) 
  8 
  (-1) 
   
  Saving Throws​ Str +7, Con +7, Wis +3 
  Skills ​Perception +3, Stealth +5 
  Damage Immunities ​acid 
  Senses​ blindsight 60ft. (blind beyond this 
  radius), passive perception 13 
  Languages ​Draconic 
  Challenge ​7 (2,900 XP) 
   
  Spider Climb. ​The dracoblex can climb difficult 
  terrain, including upside down on ceilings, 
  without needing to make an ability check. 
   
  ACTIONS 
   
  Multiattack. ​The dracoblex makes three 
  attacks: one with its bite and two with its claws. 
  Bite. ​Melee Weapon Attack: ​+7 to hit, reach 
  10ft., one target. ​Hit: ​15 (2d10 + 4) piercing 
  damage plus 4 (1d8) acid damage. 
  Claw. ​Melee Weapon Attack: ​+7 to hit, reach 
  5ft., one target. ​Hit: ​11 (2d6 + 4) slashing 
  damage. 
  Ooze Breath (Recharge 5-6). ​The dracoblex 
  lets loose a flood of dormant ooze, with burns 
  and boils in a 30-foot line that is 5 feet wide. 
  Each creature in that line must make a DC 14 
  Dexterity saving throw, taking 30 (6d8) acid 
  damage on a failed save, or half as much 
  damage on a successful one. 
     This ooze lingers for 1 minute. If a creature 
  starts or ends its turn in the ooze, it takes 15 
  (3d8) acid damage. 
   
   
  MIMIC SLIME 
  A ​mimic slime ​is an ooze that has adapted, 
  much like the traditional mimic, to trick 
  adventurers into touching its acidic form. As 
  oozes bear no particular intelligence, it is 
  questioned by arcanists how they learned to 
  adopt such complex forms, and some 
  suggest they absorbed the information by 
  proximity to mimics in moist, cavernous 
  environments. The most common forms of 
  the mimic slime are chests and boxes, 
  though in rare cases they have taken on the 
  form of a curled, decaying corpse (an 
  illusion furthered by their unpleasant meaty 
  smell). A mimic slime is slightly less subtle 
  than a regular mimic, as its polymorphed 
  form is still wet and sticky, as if covered in a 
  thin layer of slime. 
   
  MIMIC SLIME 
  Medium ooze (shapechanger), unaligned 
   
  Armor Class ​8 
  Hit Points ​84 (8d10 + 40) 
  Speed ​10ft., climb 10ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 
  (+3) 
  10  
  (+0) 
  20 
  (+5) 
  5 
  (-3) 
  6  
  (-2) 
  1  
  (-5) 
   
  Skills ​Stealth +4 
  Damage Resistances ​acid  
  Condition Immunities ​blinded, charmed, 
  deafened, exhaustion, frightened, prone  
  Senses ​blindsight 60ft. (blind beyond this 
  radius), passive perception 8 
  Languages ​––– 
  Challenge ​2 (450 XP) 
  Shapechanger. ​The mimic slime can use its 
  action to polymorph into an object or back into 
  its true semi-solid ooze form. Its statistics are 
  the same in each form. Any equipment it is 
  wearing or carrying isn’t transformed. It reverts 
  to its true form if it dies. 
  
  13 
  Amorphous. ​The slime can move through a 
  space as narrow as 1 inch wide without 
  squeezing. 
  False Appearance (Object Form Only). ​While 
  the mimic slime remains motionless, it is 
  indistinguishable from an ordinary object. 
  Spider Climb. ​The slime can climb difficult 
  terrain, including upside down on ceilings, 
  without needing to make an ability check. 
   
  ACTIONS 
   
  Pseudopod. ​Melee Weapon Attack: ​+5 to hit, 
  reach 5ft., one creature. ​Hit: ​10 (3d6) acid 
  damage. 
   
   
  SALTPETER JELLY 
  A ​saltpeter jelly ​is a relative of the gray 
  ooze. Like its cousin, it is the result of 
  mineral and stone turning liquid, and moves 
  like a liquid snake. However, saltpeter jellies 
  are largely composed of saltpeter, a 
  prominent component in fireworks and 
  gunpowder. As a result, saltpeter jellies are 
  violently explosive. 
   
  SALTPETER JELLY 
  Medium ooze, unaligned 
   
  Armor Class ​8 
  Hit Points ​22 (3d8 + 9) 
  Speed ​10ft., climb 10ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 
  (+2) 
  6 
  (-2) 
  16 
  (+3) 
  1 
  (-5) 
  6 
  (-2) 
  1 
  (-5) 
   
  Skills ​Stealth +2 
  Damage Resistances ​acid, cold 
  Damage Vulnerabilities ​fire, lightning 
  Condition Immunities ​blinded, charmed, 
  deafened, exhaustion, frightened, prone 
  Senses ​blindsight 60ft. (blind beyond this 
  radius), passive Perception 8 
  Languages ​––– 
  Challenge ​½ (100 XP) 
   
  Amorphous. ​The jelly can move through a 
  space as narrow as 1 inch wide without 
  squeezing. 
  Explosive. ​When the jelly takes fire damage, 
  creatures within 10 feet of it must make a DC 
  14 Dexterity saving throw, taking 20 (4d8) fire 
  damage on a failed save, and half as much on 
  a successful one. 
  False Appearance. ​While the ooze remains 
  motionless, it is indistinguishable from an oily 
  pool or wet rock. 
   
  ACTIONS 
   
  Pseudopod. ​Melee Weapon Attack: ​+4 to hit, 
  reach 5ft., one creature. ​Hit: ​5 (1d6 + 2) 
  bludgeoning damage plus 7 (2d6) acid damage. 
   
   
  SLIMEHOUND 
  A ​slimehound ​is a combination of the 
  tenacity and violence of a hyena or wolf and 
  the corrosive bite of an ooze. The origins of 
  the slimehound are rather mysterious: as 
  oozes are not particularly ambitious 
  creatures, most scholars agree that 
  slimehounds must have been the result of 
  an arcane experiment––perhaps attempting 
  to imbue oozes with a more productive 
  attitude. A second school of thought says 
  that slimehounds are the pet project of 
  Juiblex, the Faceless Lord, who required a 
  subject with more mobility to suit its ambling 
  needs. In any case, they are a dangerous 
  and potentially taxing enemy to face in 
  packs, as they retain the corrosive elements 
  of their ooze cousins. 
   
  
  14 
  SLIMEHOUND 
  Medium ooze, unaligned 
   
  Armor Class ​12 
  Hit Points ​45 (6d8 + 18) 
  Speed ​30ft., climb 30ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 
  (+1) 
  15 
  (+2) 
  16 
  (+3) 
  8 
  (-1) 
  6 
  (-2) 
  1 
  (-5) 
   
  Skills ​Perception +1, Stealth +5 
  Senses ​blindsight 60ft. (blind beyond this 
  radius), passive perception 11 
  Languages ​––– 
  Challenge ​1 (200 XP) 
   
  Pack Tactics. ​The slimehound has advantage 
  on an attack roll against a creature if at least 
  one of the slimehound’s allies is within 5 feet of 
  the creature and the ally isn’t incapacitated. 
   
  ACTIONS 
   
  Bite. ​Melee Weapon Attack: ​+5 to hit, reach 
  5ft., one target. ​Hit: ​6 (1d6 + 2) piercing 
  damage plus 4 (1d6) 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 AC it offers. The 
  armor is destroyed if the penalty reduces its AC 
  to 10. 
   
   
   
   
  WINTER PUDDING 
  A ​winter pudding​ is an ooze with an 
  opaque white coloration that glimmers 
  under the sunlight. It is the result of oozes 
  adapting to extremely cold conditions, and 
  when they aren’t in motion, they resemble 
  piles of snow, making them dangerous even 
  in broad daylight. 
   
  WINTER PUDDING 
  Large ooze, unaligned 
   
  Armor Class ​6 
  Hit Points ​76 (8d10 + 32) 
  Speed ​15ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 
  (+3) 
  3 
  (-4) 
  18 
  (+4) 
  1 
  (-5) 
  6 
  (-2) 
  2 
  (-4) 
   
  Skills ​Stealth +2 
  Damage Resistances ​acid, cold 
  Condition Immunities ​blinded, charmed, 
  deafened, exhaustion, frightened, prone 
  Senses ​blindsight 60ft. (blind beyond this 
  radius), passive perception 8 
  Languages ​––– 
  Challenge ​2 (450 XP) 
   
  Amorphous. ​The pudding can move through a 
  space as narrow as 1 inch wide without 
  squeezing. 
  False Appearance. ​While the ooze remains 
  motionless, it is indistinguishable from a pile of 
  snow or a patch of ice. 
  ACTIONS 
   
  Pseudopod. ​Melee Weapon Attack: ​+5 to hit, 
  reach 5ft., one target. ​Hit: ​10 (3d6) cold 
  damage. Additionally, the target must make a 
  DC 14 Constitution saving throw, and on a 
  failed save has its movement speed halved for 
  1 minute. 
   
   
  
  15 
  MAGIC ITEMS 
  In the following section, you will find a 
  variety of slime-themed magic items, 
  drawing on the natural features of oozes. 
   
  LIST OF MAGIC ITEMS 
  Boots of Sticking 
  Mask of Juiblex 
  Preserving Jelly 
  Ring of Oozeform 
  Seething Weapon 
  Sticking Gloves 
  Wand of Sludge 
   
   
   
   
  ITEM DESCRIPTIONS 
   
   
  BOOTS OF STICKING 
  Wondrous item, common 
  This pair of boots is unusually light, and 
  makes unsettling slurping noises as you 
  step. While wearing this boots, you have a 
  climbing speed equal to your movement 
  speed. 
  MASK OF JUIBLEX 
  Mask, very rare (requires attunement) 
  This leathery mask has three misshapen 
  eyes scattered about its face, and leaks 
  faintly of a strange green fluid. While 
  attuned to this mask, you gain the following 
  benefits: 
  ●
  You have resistance to acid damage. 
  ●
  You have blindsight to a distance of 60 
  feet. 
  ●
  You can climb on difficult surfaces, 
  including upside down on ceilings, 
  without needing to make an ability 
  check. 
  A creature wearing this mask constantly 
  sweats the same sticky green fluid as the 
  mask, and smells faintly of rotting meat. 
  PRESERVING JELLY 
  Wondrous item, uncommon 
  This jar of translucent green jelly is vaguely 
  minty, and burns your nostrils to smell. 
  When an item is placed inside the jelly, it 
  ceases to age or decay, and remains in a 
  state of suspended animation until it is 
  removed. Paper items cannot be preserved 
  in this way without becoming illegible, 
  
  16 
  unless protected by some kind of container 
  or leather skin. 
  RING OF OOZEFORM 
  Ring, uncommon 
  This obsidian ring has a small spherical 
  emerald set in its face. While wearing this 
  ring, you can become semi-solid as an 
  action. While semi-solid, you do not suffer a 
  penalty to Dexterity or movement speed 
  when squeezing through spaces one size 
  category smaller than you. Additionally, you 
  may squeeze through a space two size 
  categories smaller than you, though you 
  suffer disadvantage as normal when doing 
  so. 
  SEETHING WEAPON 
  Weapon (any metal weapon), uncommon 
  This weapon is an oxidized steel with a 
  swirling grey pattern, which shifts and oozes 
  when angled or swung. You have a +1 
  bonus to attack rolls and damage rolls made 
  with this weapon.  
     When making a weapon attack with this 
  weapon, you can use a bonus action to 
  cause it to seethe with burning acid, dealing 
  an additional 4 (1d8) acid damage on a hit. 
  STICKING GLOVES 
  Wondrous item, rare (requires attunement) 
  These gloves resemble leather, with a thin 
  shiny veneer of a mysterious substance. 
  While wearing these gloves, you have 
  advantage on rolls made to grapple or hold 
  creatures, items, or weapons. 
   
  WAND OF SLUDGE 
  Wand, uncommon 
  This olivewood wand has 1d4 charges. As 
  an action, you can expend a charge to point 
  the wand at a spot within 60 feet of you and 
  create a 10-foot radius of sticky sludge that 
  lasts for 10 minutes. A creature moving 
  through this sludge has its movement speed 
  halved, and has disadvantage on Dexterity 
  saving throws. The wand regains 1d4 – 1 
  charges at dawn. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Ooze Options.pdf