The sooze make up the bulk of the shoth’s armed forces. It appears vaguely humanoid with two or three appendages capable of holding weapons or tools. Its zom sits inside its head, where the strange sphere is visible through its translucent flesh.
Unquestioning. The sooze follow the instructions of the oth and droths without hesitation. They retain some of the personality traits of their former selves, but they are eager to prove themselves and embrace their status as freshly dissolved.
Sooze
Medium aberration (shoth), lawful neutralArmor Class 12 (natural armor)
Hit Points 49 (11d8)
Speed 30 ft., climb 10 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 16 (+3) |
Skills Perception +4
Damage Resistances acid, cold, fire
Senses blindsight 60 ft., passive Perception 14
Languages all, telepathy 100 ft.
Challenge 1/2 (100 XP)
Amorphous. The sooze, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.
Multiple Roles. Choose either the Laborer or Warrior trait.
- Laborer. The sooze is strong and tireless. It gains immunity to exhaustion and can Dash as a bonus action 3 times each day.
- Warrior. The sooze is trained and equipped as a warrior. Its Armor Class increases by 2. The sooze has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Oozing Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage and 2 (1d4) acid damage.
Longsword (Warrior Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
Merge. A shoth who has less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature’s. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours.