Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
understands all languages but can't speak, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Environments
Traits
Amorphous
The oozasis can move through a space as narrow as 1 inch wide without squeezing.
Mirage
As a bonus action, the oozasis can create a mirage around itself to lure victims toward it while disguising its true nature. This functions as the mirage arcane spell (save DC 16) but is nonmagical, and therefore can't be detected using detect magic or similar magic, and can't be dispelled.
Waters of Unfathomable Compulsion
Any creature that drinks the water of an oozasis or eats fruit from the plants growing in it has a dream (as the spell, save DC 16) the next time it sleeps. In this dream, the oozasis places a compulsion to carry out some activity as a torrent of images and sensations. When the creature awakens, it is affected by a geas spell (save DC 16, cast as a 7th-level spell) in addition to the effects of dream.
Actions
Engulf
The oozasis engulfs creatures grappled by it. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the oozasis, takes 21 (6d6) acid damage at the start of each of the oozasis's turns, and is subject to the oozasis's Waters of Unfathomable Compulsion trait. The creature takes no damage if the oozasis chooses not to inflict any. When the oozasis moves, the engulfed creature moves with it. An engulfed creature can escape by using an action and making a successful DC 16 Strength check. On a success, the creature enters a space of its choice within 5 feet of the oozasis.
Multiattack
The oozasis makes two pseudopod attacks.
Pseudopod
+8 to hit, reach 15 ft (4.6 m). Hit: 2d8 acid damage.
Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) acid damage, and a target that's Large or smaller is grappled (escape DC 16) and restrained until the grapple ends. The oozasis has two pseudopods, each of which can grapple one target at a time.
Vapors of Tranquility or Turmoil
The oozasis sublimates its waters into a vapor that fills a disk centered on the oozasis, 60 feet in radius, and 10 feet thick. All creatures in the area are affected by either the calm emotions spell or the confusion spell (save DC 16). The oozasis chooses which effect to use, and it must be the same for all creatures.
About Oozasis
Oozasis is a gargantuan ooze with a Challenge Rating of 9. It has a unaligned alignment.
In combat, this creature maintains an Armor Class of 7 and possesses 217 hit points (derived from 14d20+70).
Oozasis has communication capabilities including understands all languages but can't speak, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Oozasis
4 tips available
GM Tips: Using Oozasis
When using Oozasis in your D&D 5e campaign, consider these tactical approaches:
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Climbing Advantage: This creature can climb at 20 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
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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.
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
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Amorphous Movement: This creature can squeeze through spaces as small as 1 inch! Traditional barriers are ineffective. Use 'Wall of Force', 'Forcecage', or magical barriers to contain it.
Player Guide: Facing Oozasis
4 strategies available
Player Guide: Facing Oozasis
When your party encounters this creature, keep these strategies in mind:
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Climbing Defense: This creature can climb at 20 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
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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.
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
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Contain Amorphous Creature: This creature can squeeze through tiny spaces! Traditional barriers won't work. Use 'Wall of Force', 'Forcecage', or magical barriers. 'Create Bonfire' can block movement.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 9.
Solo Encounter:
A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 9,000 XP
- Hard: 13,500 XP
- Deadly: 18,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Oozasis?
- Oozasis has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
- What type of creature is Oozasis?
- Oozasis is a Gargantuan Ooze, which affects how certain spells and abilities interact with it.
- What languages does Oozasis speak?
- Oozasis can communicate in understands all languages but can't speak, telepathy 120 ft..
Related D&D 5e Content
Related D&D 5e Content
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