Contaminated Goop
Large • Ooze • Unaligned
Armor Class 9
Hit Points 110 (13d10 + 39)
Speed 20 ft., swim 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 8 (-1) | 15 (+2) | 1 (-5) | 7 (-2) | 1 (-5) |
Damage Resistances slashing; acid, cold
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft., passive Perception 8
Languages –
CR 6 (XP 2,300; PB +3)

Amorphous. The goop can move through a space as narrow as 1 inch wide without squeezing.
Bloodied - Split. When the goop becomes bloodied, it splits into two Medium-sized versions of itself. Each new goop has hit points equal to half the original goop's current hit points, rounded down.
Contamination. While the goop is submerged in a liquid, that liquid becomes contaminated within a 1000-foot radius. Constitution Saving Throw: DC 13, a creature ingesting contaminated liquid. Failure: The target contracts the sight rot disease. Additionally, any liquid within 10 feet of the goop that is in contact with the goop becomes heavily obscured. Constitution Saving Throw: DC 13, any creature ending its turn inside the heavily obscured area. Failure: The target becomes poisoned until the end of its next turn.
Potion Sense. The ooze can sense the presence of any potion or liquid poison, but it doesn’t know or understand the effects such a potion has.
Unusual Nature. The goop doesn't require air or sleep.
ACTIONS
Multiattack. The goop makes two Pseudopod attacks. It can replace one of those attacks with a use of Steal Potion.
Pseudopod. Melee Weapon Attack: +6, reach 5 ft. Hit: 22 (4d10) poison damage. If the target is a Huge or smaller creature, it is grappled (escape DC 14).
Steal Potion. Strength Saving Throw: DC 14, one creature grappled by the goop. Failure: The goop steals a potion that the target carries directly on its person (not inside a bag or similar container) and assimilates it into its body. As an action, a creature within 5 feet of the goop can retrieve the potion with a successful DC 14 Strength (Athletics) check. At the start of the goop’s next turn, if not retrieved by then, the goop imbibes the potion, gaining its effect, if any.
Contaminated Goop
Large • Ooze • Unaligned
Armor Class 9
Hit Points 58 (9d10 + 9)
Speed 20 ft., swim 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 8 (-1) | 13 (+1) | 1 (-5) | 7 (-2) | 1 (-5) |
Damage Resistances slashing; acid, cold
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft., passive Perception 8
Languages –
CR 3 (XP 700; PB +2)

Amorphous. The goop can move through a space as narrow as 1 inch wide without squeezing.
Bloodied - Split. When the goop becomes bloodied, it splits into two Medium-sized versions of itself. Each new goop has hit points equal to half the original goop's current hit points, rounded down.
Contamination. While the goop is submerged in a liquid, that liquid becomes contaminated within a 300-foot radius. Constitution Saving Throw: DC 11, a creature ingesting contaminated liquid. Failure: The target contracts the sight rot disease. Additionally, any liquid within 10 feet of the goop that is in contact with the goop becomes heavily obscured. Constitution Saving Throw: DC 11, any creature ending its turn inside the heavily obscured area. Failure: The target becomes poisoned until the end of its next turn.
Potion Sense. The ooze can sense the presence of any potion or liquid poison, but it doesn’t know or understand the effects such a potion has.
Unusual Nature. The goop doesn't require air or sleep.
ACTIONS
Multiattack. The goop makes two Pseudopod attacks. It can replace one of those attacks with a use of Steal Potion.
Pseudopod. Melee Weapon Attack: +4, reach 5 ft. Hit: 11 (2d10) poison damage. If the target is a Huge or smaller creature, it is grappled (escape DC 12).
Steal Potion. Strength Saving Throw: DC 12, one creature grappled by the goop. Failure: The goop steals a potion that the target carries directly on its person (not inside a bag or similar container) and assimilates it into its body. As an action, a creature within 5 feet of the goop can retrieve the potion with a successful DC 14 Strength (Athletics) check. At the start of the goop’s next turn, if not retrieved by then, the goop imbibes the potion, gaining its effect, if any.
Contaminated Goop
Large • Ooze • Unaligned
Armor Class 9
Hit Points 144 (17d10 + 51)
Speed 20 ft., swim 30 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 8 (-1) | 17 (+3) | 1 (-5) | 7 (-2) | 1 (-5) |
Damage Resistances slashing; acid, cold
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft., passive Perception 8
Languages –
CR 9 (XP 5,000; PB +4)

Amorphous. The goop can move through a space as narrow as 1 inch wide without squeezing.
Bloodied - Split. When the goop becomes bloodied, it splits into two Medium-sized versions of itself. Each new goop has hit points equal to half the original goop's current hit points, rounded down.
Contamination. While the goop is submerged in a liquid, that liquid becomes contaminated within a 1000-foot radius. Constitution Saving Throw: DC 15, a creature ingesting contaminated liquid. Failure: The target contracts the sight rot disease. Additionally, any liquid within 10 feet of the goop that is in contact with the goop becomes heavily obscured. Constitution Saving Throw: DC 15, any creature ending its turn inside the heavily obscured area. Failure: The target becomes poisoned until the end of its next turn.
Potion Sense. The ooze can sense the presence of any potion or liquid poison, but it doesn’t know or understand the effects such a potion has.
Unusual Nature. The goop doesn't require air or sleep.
ACTIONS
Multiattack. The goop makes two Pseudopod attacks. It can replace one of those attacks with a use of Steal Potion.
Pseudopod. Melee Weapon Attack: +8, reach 5 ft. Hit: 33 (6d10) poison damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16).
Steal Potion. Strength Saving Throw: DC 16, one creature grappled by the goop. Failure: The goop steals a potion that the target carries directly on its person (not inside a bag or similar container) and assimilates it into its body. As an action, a creature within 5 feet of the goop can retrieve the potion with a successful DC 14 Strength (Athletics) check. At the start of the goop’s next turn, if not retrieved by then, the goop imbibes the potion, gaining its effect, if any.
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.
