Ooze (Minion)

Creature's Base Stats

Health: 150

Armor: 18

Saving Throw & Skill Check Modifier: 10

Attack To Hit: 5

Attack Damage: 3d8 + 37

Attacks Per Round:  1
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)

Spellsave DC: 18

Maneuvers

(P): The ooze deals 15 acid damage to any creature that touches it or hits it with 3 melee attack.

(P): The ooze regains 51 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 15 acid damage and reducing their AC by 4 for 3 rounds. This stacks.

(A): The ooze can use its action to make 3 melee attack with its pseudopods, dealing 38 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 51 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 38acid damage plus 4 additional die.

(R) When the ooze is hit by 3 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 6 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.


  • 8 minions
  • 5 minions + 1 bruiser
  • 2 minions + 2 bruisers
  • 1 legendary + 2 minions

Challenging:

Average length 3-5 rounds

Choose 1.


  • Four bruisers
  • Two legendaries
  • One legendary and two bruisers
  • One legendary, one bruiser, and three minions
  • One legendary and six minions
  • Three bruisers and three minions
  • Two bruisers and six minions
  • One bruiser and nine minions

Epic:

Average length 3-4 rounds

Choose 1.


  • 1 Legendary + 10 Minions
  • 2 Legendaries + 4 Minions
  • 1 Legendary + 3 Bruisers + 1 Minion
  • 1 Legendary + 2 Bruisers + 4 Minions
  • 1 Legendary + 1 Bruiser + 7 Minions
  • 4 Bruisers + 4 Minions
  • 3 Bruisers + 7 Minions
  • 2 Bruisers + 10 Minions

These fights will all keep the battles engaging for players without dragging on. ๏ปฟ

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