Tenebrous Ooze

Medium • Ooze • Unaligned

Armor Class 11

Hit Points 45 (7d8 + 14)

Speed 30 ft.

Initiative +1 (11)

STRDEXCONINTWISCHA
15 (+2)12 (+1)14 (+2)2 (-4)8 (-1)1 (-5)

Skills Stealth +5

Damage Resistances acid

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

Senses blindsight 60 ft., passive Perception 9

Languages -

CR 2 (XP 450; PB +2)

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

Shadow Camouflage. While dim light or darkness, the ooze has advantage on Dexterity Stealth checks.

Sunlight Weakness. While in sunlight, the ooze has disadvantage on ability checks and attack rolls.

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

ACTIONS

Multiattack. The ooze makes two Pseudopod attacks. It can replace one of these attack with a use of Consume Shadow.

Pseudopod. Melee Weapon Attack: +4, reach 5 ft. Hit: 9 (2d6 + 2) acid damage.

Consume Shadow. Charisma Saving Throw: DC 12, one creature within 5 feet of the ooze. Failure: The ooze absorbs the target's shadow and assumes a shadowy form resembling the target. For the duration, the ooze and the target have advantage on attack rolls against each other, and each has disadvantage, on ability checks and attack rolls that don't target the other, and on saving throws against effects created by creatures other than the other.
The ooze and the target must occupy adjacent spaces at all times, and neither can willingly move in a way that would separate them. If either is moved against its will, the other moves with it to maintain their relative positions. The effect ends when the ooze dies, restoring the target's shadow to normal.

Tenebrous Ooze

Medium • Ooze • Unaligned

Armor Class 10

Hit Points 16 (3d8 + 3)

Speed 30 ft.

Initiative +0 (10)

STRDEXCONINTWISCHA
13 (+1)10 (+0)12 (+1)2 (-4)8 (-1)1 (-5)

Skills Stealth +4

Damage Resistances acid

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

Senses blindsight 60 ft., passive Perception 9

Languages -

CR 1/4 (XP 50; PB +2)

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

Shadow Camouflage. While dim light or darkness, the ooze has advantage on Dexterity Stealth checks.

Sunlight Weakness. While in sunlight, the ooze has disadvantage on ability checks and attack rolls.

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

ACTIONS

Pseudopod. Melee Weapon Attack: +3, reach 5 ft. Hit: 4 (1d6 + 1) acid damage.

Consume Shadow. Charisma Saving Throw: DC 11, one creature within 5 feet of the ooze. Failure: The ooze absorbs the target's shadow and assumes a shadowy form resembling the target. For the duration, the ooze and the target have advantage on attack rolls against each other, and each has disadvantage, on ability checks and attack rolls that don't target the other, and on saving throws against effects created by creatures other than the other.
The ooze and the target must occupy adjacent spaces at all times, and neither can willingly move in a way that would separate them. If either is moved against its will, the other moves with it to maintain their relative positions. The effect ends when the ooze dies, restoring the target's shadow to normal.

Tenebrous Ooze

Medium • Ooze • Unaligned

Armor Class 12

Hit Points 82 (11d8 + 33)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
17 (+3)14 (+2)16 (+3)2 (-4)8 (-1)1 (-5)

Skills Stealth +8

Damage Resistances acid

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

Senses blindsight 60 ft., passive Perception 9

Languages -

CR 5 (XP 1,800; PB +3)

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

Shadow Camouflage. While dim light or darkness, the ooze has advantage on Dexterity Stealth checks.

Sunlight Weakness. While in sunlight, the ooze has disadvantage on ability checks and attack rolls.

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

ACTIONS

Multiattack. The ooze makes two Pseudopod attacks. It can replace one of these attack with a use of Consume Shadow.

Pseudopod. Melee Weapon Attack: +6, reach 5 ft. Hit: 17 (4d6 + 3) acid damage.

Consume Shadow. Charisma Saving Throw: DC 12, one creature within 5 feet of the ooze. Failure: The ooze absorbs the target's shadow and assumes a shadowy form resembling the target. For the duration, the ooze and the target have advantage on attack rolls against each other, and each has disadvantage, on ability checks and attack rolls that don't target the other, and on saving throws against effects created by creatures other than the other.
The ooze and the target must occupy adjacent spaces at all times, and neither can willingly move in a way that would separate them. If either is moved against its will, the other moves with it to maintain their relative positions. The effect ends when the ooze dies, restoring the target's shadow to normal.

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.