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Crude Oil Cube

Crude Oil Cube

Large ooze, unaligned

These creatures were crafted from natural oil pockets in the different planes, given life to corral what normally would be difficult to use

Armor Class 10
Hit Points 90
Speed 15 ft.
STR
15
(+2)
DEX
5
(-3)
CON
21
(+5)
INT
1
(-5)
WIS
6
(-2)
CHA
1
(-5)
Saving Throws Con +12
Skills Stealth +6
Damage Resistances BPS from nonmagical attacks
Damage Immunities Psychic, Acid
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Paralyzed, Frightened, Prone
Senses Blindsight 60ft, Passive Perception 8
Languages None
Challenge 3 (700 XP)

Rejuvenation. If the Cube is destroyed, it gains a new body in 1d6 days, restoring all its hit points. The new body appears within 5 feet of where the Cube was destroyed.

Heated Body. When a creature touches the Cube or hits it with a melee attack while within 5 feet of it, the creature takes 5 (1d4+2) fire damage.

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 10 (3d6) fire damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6) bludgeoning damage plus 8 (1d8+2) fire damage.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 21 (5d6) fire damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 15 (3d6) poison damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Heatwave. The Cube releases a 30ft cone of harsh heatwaves. Any creature in the cone must make a DC 15 Dexterity saving throw or take 12 (2d6+2) fire damage