Crystal Ooze | Free Monster for D&D and PF2e

Designed by Hana the Lorekeeper
PF2e Conversion by Bill Fischer
“At first glance, I thought there was nothing of value in this empty room. But upon further inspection, I gave a gleeful shout, pulling an oval-shaped sphere of crystal from a crack in the wall. Excitement turned to panic when I felt searing pain shoot through my hands, and saw pseudopods emerge from the shell to begin its attack.”
—The Written Account of a Tomb Robber
Biological Evolution. Unlike other oozes that use their malleability to survive, a crystal ooze’s acid allows it to form a shell of solidified acid. Because of the shell’s weight, crystal oozes will simply retreat into their shell if a fight isn’t going well.
Rare Treasure. The shells of these oozes grow with time, becoming thicker and heavier each year. Unless scraped or chipped away, they’ll shed their shells once every decade, leaving behind empty, acid shells that can be shaped into exotic vases and art pieces if you can find some way to survive the acid.
Crystal Ooze - 5e
Small ooze, unaligned
Armor Class 16 (natural armor)
Hit Points 52 (8d6 + 24)
Speed 10 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
15 (+2) |
4 (-3) |
16 (+3) |
2 (-4) |
7 (-2) |
2 (-4) |
Saving Throws Con +5
Damage Vulnerabilities thunder
Damage Immunities acid, lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages —
Challenge 1 (200 XP) Proficiency Bonus +2
Acidic Shell. Any creature within 5 feet of the ooze takes 2 (1d4) acid damage when the crystal ooze is struck with a weapon attack as shards of solid acid break off its form.
Any nonmagical weapon made of metal or wood that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.
Nonmagical ammunition made of metal or wood that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Withdraw. The ooze withdraws into its shell, gaining a +2 bonus to AC. While in its shell, its speed is 0, and it has advantage on all Constitution checks and saving throws. It can emerge from its shell as a bonus action.
Crystal Ooze Creature 2 - PF2e
Uncommon, Small, Mindless, Ooze
Perception +4; motion sense (precise) 60 feet, no vision
Skills Stealth +6
Str +3, Dex –3, Con +4, Int –5, Wis –1, Cha –5
Motion Sense A crystal ooze can sense nearby motion through vibration and air movement.
—
AC 17; Fort +11, Ref +4, Will +6
HP 35; Immunities acid, bleed, critical hits, lightning, mental, poison, precision, unconscious, visual; Weaknesses sonic 5
Acidic Shell A creature that hits the crystal ooze with a metal or wooden weapon must succeed at a DC 17 Reflex save or take 1d6 acid damage. Also on a failed save, the weapon takes the same amount of acid damage (after dealing damage to the ooze as normal). Thrown weapons and ammunition take this damage automatically with no save.
—
Speed 10 feet
Melee [one-action] pseudopod +9, Damage 1d6+3 bludgeoning plus 1d6 acid and corrosive touch
Corrosive Touch When the crystal ooze hits a creature with its pseudopod, any acid damage is dealt to the creature’s armor or clothing as well as the creature.
Withdraw [one-action] The crystal ooze withdraws into its shell. This increases its AC to 19, but it can’t act except to reemerge, which it can do as a single action.
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Monsters