Gluttony Glob

Medium • Ooze • Unaligned

Armor Class 8 (15; when engulfing)

Hit Points 25 (3d8 + 12)

Speed 15 ft., climb 15 ft.

Initiative -2 (8)

STRDEXCONINTWISCHA
20 (+5)6 (-2)19 (+4)1 (-5)6 (-2)1 (-5)

Damage Resistances cold, fire

Damage Immunities acid

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, restrained

Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 8

Languages

CR 0 (XP 10, PB +2)

A large, green slime-like orb with a demonic shadowy creature trapped inside its translucent body.

Amorphous. The glob can move through a space as narrow as 1 inch wide without squeezing, while it doesn’t have a creature engulfed.

Magic Resistance. The glob has advantage on saving throws against spells and other magical effects.

Ooze Body. Other creatures can enter the glob’s space, but a creature that does so is subjected to the glob's Engulf and has disadvantage on the saving throw. Creatures inside the glob have total cover, and the cube can hold one Medium or smaller creature inside itself at a time. As an action, a creature within 5 feet of the glob can pull a creature or an object out of the glob by succeeding on a DC 15 Strength (Athletics) check.

Unusual Nature. The glob doesn't require air or sleep.

ACTIONS

Engulf. The glob moves up to its speed without provoking opportunity attacks. The glob can move through the spaces of Medium or smaller creatures if it has room inside itself to contain them (see the Ooze Body trait). Dexterity Saving Throw: DC 15, each creature whose space the glob enters for the first time during this move. Failure: The target is engulfed. An engulfed target is suffocating, can't cast spells with a verbal component, and is restrained. When the glob moves, the engulfed target moves with it. An engulfed target can try to escape by taking an action to make a DC 15 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. Success: The target moves to an unoccupied space within 5 feet of the glob. If there is no unoccupied space, the target fails the save instead.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.