Health: 660
Armor: 35
Saving Throw & Skill Check Modifier: 6
Attack To Hit: 3
Attack Damage: 4d12 + 87
Attacks Per Round: 1
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)
Spellsave DC: 20
(P): The ooze deals 47 acid damage to any creature that touches it or hits it with 5 melee attack.
(P): The ooze regains 159 hit points at the start of its turn if it has at least 1 hit point.
(P) When the ooze takes slashing or lightning damage, it splits into two smaller oozes, each with half of the original's hit points.
(P) The ooze has immunity to bludgeoning, piercing, and slashing damage.
(BA) The ooze can use a bonus action to disengage.
(BA): The ooze can use a bonus action to splash acid on a creature within 10 feet, dealing 47 acid damage and reducing their AC by 11 for 3 rounds. This stacks.
(A): The ooze can use its action to make 5 melee attack with its pseudopods, dealing 119 acid damage for each ooze within 5 feet of the target.
(A): The ooze can use its action to explode in a 10-foot radius, dealing 159 acid damage to all creatures within the area and then reforming.
(A): The ooze can use its action to dissolve a grappled or engulfed creature, dealing 119acid damage plus 11 additional die.
(R) When the ooze is hit by 5 melee attack, it can use its reaction to reduce the damage by half.
(R) When the ooze takes damage from a creature within 5 feet, it can use its reaction to make a pseudopod attack against that creature.
(R): When the ooze is targeted by a ranged attack, it can use its reaction to increase its AC by 14 until the start of its next turn.
Monsters can have up to 3 damage resistance or 1 immunity, and 1 vulnerability. Level 12 plus monsters can have up to 6 damage resistances and 1 invulnerability and 1 vulnerability. In addition, minions and bruisers can have immunity to 1 type of crowd control. In addition, they have +3 to 1 skill check and saving throw of your choice that fits the monster's narrative.
Each creature or monster has special abilities known as maneuvers to help them feel more unique in combat. Below is a list of the monster types. The maneuvers can be used in combat to spice things up.
Minions - 1 Maneuver
Bruiser - 2 Maneuver
Legendary - 3 Maneuver
In addition to your maneuver each creature has a ranged attack and melee attack dealing the same damage. Flavor the ranged attack as you see fit per your monster.
Minions - 30 Range
Bruiser - 120 Range
Legendary - 240 Range
Legendary Monsters have 3 unique abilities that make them legendary.
Legendary Resistance - They can automatically succeed on a roll of the DM's choice once per round.
Legendary Vengeance - This allows the legendary minion to attack or skill check once after each player's turn.
Legendary Movement - They are immune to crowd control.
Average:
Average length 3-4 rounds
Choose 1.
Challenging:
Average length 3-5 rounds
Choose 1.
Epic:
Average length 3-4 rounds
Choose 1.
These fights will all keep the battles engaging for players without dragging on. ๏ปฟ