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Primal Oozer

Medium · Aberration · CR 6 · Neutral Evil

Armor Class
14 (natural armor)
Hit Points and Hit Dice
112 (15d8+45)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
18
+4
DEX
13
+1
CON
16
+3
INT
6
-2
WIS
15
+2
CHA
5
-3

Overview

Category Monsters
Size Medium
Type Aberration
Alignment Neutral Evil
XP 2300
Initiative Bonus +1

Movement

Walk 30 ft (9.1 m)
Swim 20 ft (6.1 m)
Climb 10 ft (3 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 12

Saving Throws

Dexterity +4

Languages

understands Common but can't speak

Resistances & Immunities

Damage Immunities
acid
Damage Resistances
piercing

Traits

Acidic Slime

A creature that touches the primal oozer or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage.

Ooze Plague

The primal oozer’s barbed tentacles inject the ooze plague disease into a creature if the creature fails its saving throw after being bitten twice in a row by the oozer. Until the disease is cured, the infected creature’s skin slowly becomes more ooze-like, and its hp maximum decreases by 5 (2d4) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. A humanoid slain by this disease rises 24 hours later as an ochre jelly. The jelly isn’t under the primal oozer’s control, but it views the primal oozer as an ally.

Pack Tactics

The primal oozer has advantage on attack rolls against a creature if at least one of the primal oozer’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Slimy Body

The primal oozer has advantage on ability checks and saving throws made to escape a grapple.

Actions

Bite

+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 slashing damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Multiattack

The primal oozer makes two bite attacks. If both attacks hit the same target, the target must make a DC 15 Constitution saving throw. On a failure, the target takes 7 (2d6) acid damage and contracts a disease (see the Ooze Plague trait). On a success, the target takes half the damage and doesn't contract a disease.

About Primal Oozer

Primal Oozer is a medium aberration with a Challenge Rating of 6. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 112 hit points (derived from 15d8+45).

Primal Oozer has communication capabilities including understands Common but can't speak. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Primal Oozer

3 tips available

When using Primal Oozer in your D&D 5e campaign, consider these tactical approaches:

  • Climbing Advantage: This creature can climb at 10 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
  • Aquatic Combat: This creature can swim at 20 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
  • Pack Tactics Advantage: This creature has advantage on attack rolls when an ally is within 5 feet! Separate it from its pack or use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Player Guide: Facing Primal Oozer

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Climbing Defense: This creature can climb at 10 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
  • Aquatic Combat Defense: This creature can swim at 20 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
  • Counter Pack Tactics: This creature has advantage when allies are nearby! Separate it from its pack. Use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Primal Oozer?
Primal Oozer has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Primal Oozer?
Primal Oozer is a Medium Aberration, which affects how certain spells and abilities interact with it.
What languages does Primal Oozer speak?
Primal Oozer can communicate in understands Common but can't speak.

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