Smeary Puddle

Small • Ooze • Unaligned

Armor Class 12

Hit Points 22 (5d6 + 5)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
10 (+0)14 (+2)12 (+1)1 (-5)6 (-2)2 (-4)

Damage Resistances bludgeoning, piercing, slashing

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

Senses blindsight 60 ft., passive Perception 8

Languages

CR 1/2 (XP 100; PB +2)

A pool of blue ooze engulfing a pair of boots, pulling its victim under.

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

False Appearance. If the puddle is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the puddle move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the puddle is animate.

Grease Fire. When the puddle takes fire damage, it ignites until the end of its next turn. While ignited, the puddle deals an additional 3 (1d6) fire damage to any creature it hits with a melee attack or that starts its turn in the puddle’s space.

Grease Form. The puddle can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Dexterity Saving Throw: DC 11, any creature that starts its turn standing in the space of the puddle. Failure: The target is knocked prone.

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

ACTIONS

Pseudopod. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (2d4 + 2) bludgeoning damage. Dexterity Saving Throw: DC 12. Failure: The target drops what it is holding. An object dropped this way is covered in grease, and a creature must use an action to remove the grease before it can pick it up again.

Smeary Puddle

Small • Ooze • Unaligned

Armor Class 11

Hit Points 10 (3d6)

Speed 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
10 (+0)12 (+1)10 (+0)1 (-5)6 (-2)2 (-4)

Damage Resistances bludgeoning, piercing, slashing

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

Senses blindsight 30 ft., passive Perception 8

Languages

CR 1/8 (XP 25; PB +2)

A pool of blue ooze engulfing a pair of boots, pulling its victim under.

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

False Appearance. If the puddle is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the puddle move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the puddle is animate.

Grease Fire. When the puddle takes fire damage, it ignites until the end of its next turn. While ignited, the puddle deals an additional 1 fire damage to any creature it hits with a melee attack or that starts its turn in the puddle’s space.

Grease Form. The puddle can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Dexterity Saving Throw: DC 10, any creature that starts its turn standing in the space of the puddle. Failure: The target is knocked prone.

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

ACTIONS

Pseudopod. Melee Weapon Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) bludgeoning damage. Dexterity Saving Throw: DC 11. Failure: The target drops what it is holding. An object dropped this way is covered in grease, and a creature must use an action to remove the grease before it can pick it up again.

Smeary Puddle

Small • Ooze • Unaligned

Armor Class 13

Hit Points 60 (11d6 + 22)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
12 (+1)16 (+3)14 (+2)1 (-5)6 (-2)2 (-4)

Damage Resistances bludgeoning, piercing, slashing

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

Senses blindsight 60 ft., passive Perception 8

Languages

CR 3 (XP 700; PB +2)

A pool of blue ooze engulfing a pair of boots, pulling its victim under.

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

False Appearance. If the puddle is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the puddle move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the puddle is animate.

Grease Fire. When the puddle takes fire damage, it ignites until the end of its next turn. While ignited, the puddle deals an additional 5 (1d10) fire damage to any creature it hits with a melee attack or that starts its turn in the puddle’s space.

Grease Form. The puddle can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Dexterity Saving Throw: DC 12, any creature that starts its turn standing in the space of the puddle. Failure: The target is knocked prone.

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

ACTIONS

Multiattack. The puddle makes two Pseudopod attacks.

Pseudopod. Melee Weapon Attack: +5, reach 5 ft. Hit: 10 (3d4 + 3) bludgeoning damage. Dexterity Saving Throw: DC 13. Failure: The target drops what it is holding. An object dropped this way is covered in grease, and a creature must use an action to remove the grease before it can pick it up again.

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.