Ooze, Blood

A slick of spilled blood lurches forward as it senses nearby blood, revealing itself to be a heavy mound of sticky, crimson sludge.

Blood Seeking. Like a vampire, a blood ooze craves hot, fresh blood. It draws the blood out of its victims, leaving nothing behind but a dry and withered husk.

Temple Guardians. Blood oozes are often found as guardians of shrines, blood vaults, or temples where dark gods are propitiated with human or animal blood. The congealed remains of these sacrifices sometimes take on the dark energies of their surroundings and answer unholy prayer. In most cases, this means that they obey the directives of the temple’s high priest in exchange for an occasional meal from an initiate or supplicant.

Ooze Nature. A blood ooze doesn’t require sleep.

Blood Ooze

Large ooze, unaligned
Armor Class 8
Hit Points 76 (8d10 + 32)
Speed 20 ft., climb 20 ft.
16 (+3) 6 (-2) 18 (+4) 1 (-5) 8 (-1) 2 (-4)

Damage Immunities acid, fire, necrotic, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Challenge 6 (2,300 XP)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Blood Drain. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage and the ooze gains temporary hp equal to that amount as it drains blood from the victim. It can add temporary hp gained from this trait to temporary hp gained from its pseudopod attack and Overflow reaction. Its temporary hp can’t exceed half its maximum hp. If the ooze takes radiant damage, this trait doesn’t function at the start of the ooze’s next turn, although it retains any temporary hp it previously gained.

Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 16 (3d10) necrotic damage. The ooze gains temporary hp equal to the necrotic damage taken.


Overflow. When the blood ooze is hit with a melee attack, it can drain blood from the attacker. The attacker must make a DC 15 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. The ooze gains temporary hp equal to the necrotic damage taken.

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