Snow Ooze
Medium • Ooze • Unaligned
Armor Class 10
Hit Points 60 (8d8 + 24)
Speed 20 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 10 (+0) | 16 (+3) | 2 (-4) | 6 (-2) | 2 (-4) |
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities cold, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
Senses blindsight 60 ft. (blind beyond), passive Perception 8
Languages –
CR 3 (XP 700; PB +2)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. If the ooze is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the ooze move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the ooze is animate.
Unusual Nature. The ooze doesn't require air or sleep.
ACTIONS
Multiattack. The ooze makes three Snowy Tendril attacks.
Snowy Tendril. Melee Weapon Attack: +5, reach 5 ft. Hit: 7 (2d6) cold damage, and the target’s movement speed is comulatively reduced by 10 feet until the end of its next turn.
Snowstorm (Recharges after a Rest). Constitution Saving Throw: DC 13, each creature in a 10-foot emanation originating from the ooze. Failure: 18 (4d8) cold damage. Success: Half damage. Failure or Success: The area is s heavily obscured for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.
BONUS ACTIONS
Disperse (2/Day). The ooze moves up to its speed without provoking opportunity attacks. This movement can also be vertical, but the ooze falls if it is still aloft at the end of the movement.
Snow Ooze
Medium • Ooze • Unaligned
Armor Class 10
Hit Points 19 (3d8 + 6)
Speed 20 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 10 (+0) | 14 (+2) | 2 (-4) | 6 (-2) | 2 (-4) |
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities cold, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
Senses blindsight 60 ft. (blind beyond), passive Perception 8
Languages –
CR 1/2 (XP 100; PB +2)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. If the ooze is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the ooze move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the ooze is animate.
Unusual Nature. The ooze doesn't require air or sleep.
ACTIONS
Multiattack. The ooze makes three Snowy Tendril attacks.
Snowy Tendril. Melee Weapon Attack: +4, reach 5 ft. Hit: 3 (1d6) cold damage, and the target’s movement speed is comulatively reduced by 10 feet until the end of its next turn.
Snowstorm (Recharges after a Rest). Constitution Saving Throw: DC 12, each creature in a 5-foot emanation originating from the ooze. Failure: 7 (2d6) cold damage. Success: Half damage. Failure or Success: The area is s heavily obscured for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.
BONUS ACTIONS
Disperse (1/Day). The ooze moves up to its speed without provoking opportunity attacks. This movement can also be vertical, but the ooze falls if it is still aloft at the end of the movement.
Snow Ooze
Medium • Ooze • Unaligned
Armor Class 10
Hit Points 102 (12d8 + 48)
Speed 20 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 10 (+0) | 18 (+4) | 2 (-4) | 6 (-2) | 2 (-4) |
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities cold, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
Senses blindsight 60 ft. (blind beyond), passive Perception 8
Languages –
CR 6 (XP 2,300; PB +3)

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
False Appearance. If the ooze is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the ooze move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that the ooze is animate.
Unusual Nature. The ooze doesn't require air or sleep.
ACTIONS
Multiattack. The ooze makes three Snowy Tendril attacks.
Snowy Tendril. Melee Weapon Attack: +7, reach 5 ft. Hit: 13 (3d8) cold damage, and the target’s movement speed is comulatively reduced by 10 feet until the end of its next turn.
Snowstorm (Recharges after a Rest). Constitution Saving Throw: DC 15, each creature in a 15-foot emanation originating from the ooze. Failure: 27 (5d10) cold damage. Success: Half damage. Failure or Success: The area is s heavily obscured for 1 minute or until a strong wind (such as one created by gust of wind) disperses it.
BONUS ACTIONS
Disperse (3/Day). The ooze moves up to its speed without provoking opportunity attacks. This movement can also be vertical, but the ooze falls if it is still aloft at the end of the movement.
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.
