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Gelatinous Cube

Gelatinous Cube Medium Ooze, Loot Value 10, unaligned CR 1/8 25 xp

  • Armor class 6 (Natural)
  • Hit points 29 (3d8+15)
  • Speed 15 ft
  • STR10 (0)
  • DEX3 (-4)
  • CON20 (+5)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Carry 150lbs., Push 300lbs.

Languages: --

Challenge:CR 1/8 (25 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 10 Athletics check, and the creature making the attempt takes 5 (2d4) acid damage.

Transparent. It takes a successful DC 15 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Actions

Pseudopod. Melee Weapon: +2 to hit, reach 5ft.
Hit. 3 (1d4) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 10 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 10 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 3 (1d4) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 5 (2d4) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 10 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Gelatinous Cube

Gelatinous Cube Medium Ooze, Loot Value 10, unaligned CR 1/4 50 xp

  • Armor class 6 (Natural)
  • Hit points 48 (5d8+25)
  • Speed 15 ft
  • STR12 (+1)
  • DEX3 (-4)
  • CON20 (+5)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Carry 180lbs., Push 360lbs.

Languages: --

Challenge:CR 1/4 (50 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 11 Athletics check, and the creature making the attempt takes 5 (2d4) acid damage.

Transparent. It takes a successful DC 15 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Actions

Pseudopod. Melee Weapon: +3 to hit, reach 5ft.
Hit. 5 (2d4) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 11 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 11 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 5 (2d4) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 10 (4d4) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 11 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Gelatinous Cube

Gelatinous Cube Medium Ooze, Loot Value 75, unaligned CR 1/2 100 xp

  • Armor class 6 (Natural)
  • Hit points 63 (6d8+36)
  • Speed 15 ft
  • STR12 (+1)
  • DEX3 (-4)
  • CON22 (+6)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Carry 180lbs., Push 360lbs.

Languages: --

Challenge:CR 1/2 (100 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 11 Athletics check, and the creature making the attempt takes 5 (2d4) acid damage.

Transparent. It takes a successful DC 16 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Actions

Pseudopod. Melee Weapon: +3 to hit, reach 5ft.
Hit. 8 (3d4) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 11 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 11 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 8 (3d4) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 15 (6d4) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 11 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Gelatinous Cube

Gelatinous Cube Medium Ooze, Loot Value 200, unaligned CR 1 200 xp

  • Armor class 7 (Natural+1)
  • Hit points 74 (7d8+42)
  • Speed 15 ft
  • STR12 (+1)
  • DEX3 (-4)
  • CON22 (+6)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Save Throws:STR +4

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Carry 180lbs., Push 360lbs.

Languages: --

Challenge:CR 1 (200 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Athletics check, and the creature making the attempt takes 11 (3d6) acid damage.

Transparent. It takes a successful DC 17 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Actions

2x Pseudopod Multiattack. Melee Weapon: +4 to hit, reach 5ft.
Hit. 4 (1d6) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 12 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 4 (1d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 7 (2d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 12 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Gelatinous Cube

Gelatinous Cube Large Ooze, Loot Value 400, unaligned CR 2 450 xp

  • Armor class 7 (Natural+1)
  • Hit points 84 (8d10+40)
  • Speed 15 ft
  • STR14 (+2)
  • DEX3 (-4)
  • CON20 (+5)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Save Throws:STR +5

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Carry 420lbs., Push 840lbs.

Languages: --

Challenge:CR 2 (450 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 13 Athletics check, and the creature making the attempt takes 11 (3d6) acid damage.

Transparent. It takes a successful DC 16 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Actions

Pseudopod. Melee Weapon: +5 to hit, reach 5ft.
Hit. 11 (3d6) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 13 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 13 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 11 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 13 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Gelatinous Cube

Gelatinous Cube Large Ooze, Loot Value 700, unaligned CR 3 700 xp

  • Armor class 7 (Natural+1)
  • Hit points 104 (9d10+54)
  • Speed 15 ft
  • STR14 (+2)
  • DEX3 (-4)
  • CON22 (+6)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Save Throws:STR +5

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Carry 420lbs., Push 840lbs.

Languages: --

Challenge:CR 3 (700 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 13 Athletics check, and the creature making the attempt takes 11 (3d6) acid damage.

Transparent. It takes a successful DC 17 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Actions

Pseudopod. Melee Weapon: +5 to hit, reach 5ft.
Hit. 14 (4d6) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 13 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 13 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 14 (4d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 28 (8d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 13 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Gelatinous Cube

Gelatinous Cube Large Ooze, Loot Value 1000, unaligned CR 4 1,100 xp

  • Armor class 7 (Natural+1)
  • Hit points 127 (11d10+66)
  • Speed 15 ft
  • STR14 (+2)
  • DEX3 (-4)
  • CON22 (+6)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Save Throws:STR +5

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Carry 420lbs., Push 840lbs.

Languages: --

Challenge:CR 4 (1,100 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 13 Athletics check, and the creature making the attempt takes 11 (3d6) acid damage.

Transparent. It takes a successful DC 17 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 17 Sleight of Hand or Athletics check.

Actions

3x Pseudopod Multiattack. Melee Weapon: +5 to hit, reach 5ft.
Hit. 4 (1d6) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 13 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 13 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 4 (1d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 7 (2d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 13 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 17 CON Save or become poisoned by one of the effects for every 7 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 17 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Large Ooze, Loot Value 2000, unaligned CR 5 1,800 xp

  • Armor class 8 (Natural+2)
  • Hit points 138 (12d10+72)
  • Speed 15 ft
  • STR16 (+3)
  • DEX3 (-4)
  • CON22 (+6)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Save Throws:STR +7

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Carry 480lbs., Push 960lbs.

Languages: --

Challenge:CR 5 (1,800 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 15 Athletics check, and the creature making the attempt takes 14 (4d6) acid damage.

Transparent. It takes a successful DC 18 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Actions

3x Pseudopod Multiattack. Melee Weapon: +7 to hit, reach 10ft.
Hit. 7 (2d6) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 15 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 15 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 7 (2d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 14 (4d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 15 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Gelatinous Cube

Gelatinous Cube Large Ooze, Loot Value 3000, unaligned CR 6 2,300 xp

  • Armor class 8 (Natural+2)
  • Hit points 150 (13d10+78)
  • Speed 15 ft
  • STR16 (+3)
  • DEX3 (-4)
  • CON22 (+6)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Save Throws:STR +7

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Carry 480lbs., Push 960lbs.

Languages: --

Challenge:CR 6 (2,300 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 15 Athletics check, and the creature making the attempt takes 18 (4d8) acid damage.

Transparent. It takes a successful DC 18 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Actions

3x Pseudopod Multiattack. Melee Weapon: +7 to hit, reach 10ft.
Hit. 9 (2d8) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 15 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 15 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 9 (2d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 18 (4d8) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 15 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Gelatinous Cube

Gelatinous Cube Large Ooze, Loot Value 4000, unaligned CR 7 2,900 xp

  • Armor class 9 (Natural+3)
  • Hit points 147 (14d10+70)
  • Speed 15 ft
  • STR16 (+3)
  • DEX3 (-4)
  • CON20 (+5)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +8, CON +10, WIS +5

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 480lbs., Push 960lbs.

Languages: --

Challenge:CR 7 (2,900 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 16 Athletics check, and the creature making the attempt takes 23 (5d8) acid damage.

Transparent. It takes a successful DC 18 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 18 Sleight of Hand or Athletics check.

Actions

3x Pseudopod Multiattack. Melee Weapon: +8 to hit, reach 10ft.
Hit. 9 (2d8) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 16 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 16 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 9 (2d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 18 (4d8) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 16 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 18 CON Save or become poisoned by one of the effects for every 5 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 18 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Large Ooze, Loot Value 5500, unaligned CR 8 3,900 xp

  • Armor class 8 (Natural+2)
  • Hit points 173 (15d10+90)
  • Speed 15 ft
  • STR16 (+3)
  • DEX3 (-4)
  • CON22 (+6)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Save Throws:STR +7

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Carry 480lbs., Push 960lbs.

Languages: --

Challenge:CR 8 (3,900 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 15 Athletics check, and the creature making the attempt takes 18 (4d8) acid damage.

Transparent. It takes a successful DC 18 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Dripping Poison If the Cube takes damage, it may use its reaction to poison creatures within 5ft of it.

Actions

4x Pseudopod Multiattack. Melee Weapon: +7 to hit, reach 10ft.
Hit. 14 (3d8) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 15 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 15 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 14 (3d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 27 (6d8) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 15 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 18 CON Save or become poisoned by one of the effects for every 6 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 18 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Large Ooze, Loot Value 7500, unaligned CR 9 5,000 xp

  • Armor class 8 (Natural+2)
  • Hit points 184 (16d10+96)
  • Speed 15 ft
  • STR18 (+4)
  • DEX3 (-4)
  • CON22 (+6)
  • INT1 (-5)
  • WIS6 (-2)
  • CHA1 (-5)

Save Throws:STR +8

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 8, Bluff DC 3, Carry 540lbs., Push 1,080lbs.

Languages: --

Challenge:CR 9 (5,000 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 16 Athletics check, and the creature making the attempt takes 18 (4d8) acid damage.

Transparent. It takes a successful DC 18 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Dripping Poison If the Cube takes damage, it may use its reaction to poison creatures within 5ft of it.

Actions

4x Pseudopod Multiattack. Melee Weapon: +8 to hit, reach 10ft.
Hit. 14 (3d8) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 16 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 16 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 14 (3d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 27 (6d8) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 16 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 18 CON Save or become poisoned by one of the effects for every 6 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 18 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Large Ooze, Loot Value 10000, unaligned CR 10 5,900 xp

  • Armor class 9 (Natural+3)
  • Hit points 196 (17d10+102)
  • Speed 15 ft
  • STR18 (+4)
  • DEX3 (-4)
  • CON22 (+6)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +9, CON +11, WIS +5

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 540lbs., Push 1,080lbs.

Languages: --

Challenge:CR 10 (5,900 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 17 Athletics check, and the creature making the attempt takes 23 (5d8) acid damage.

Transparent. It takes a successful DC 19 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Actions

4x Pseudopod Multiattack. Melee Weapon: +9 to hit, reach 10ft.
Hit. 14 (3d8) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 17 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 17 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 14 (3d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 27 (6d8) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 17 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Gelatinous Cube

Gelatinous Cube Huge Ooze, Loot Value 15000, unaligned CR 11 7,200 xp

  • Armor class 9 (Natural+3)
  • Hit points 238 (19d12+114)
  • Speed 15 ft
  • STR18 (+4)
  • DEX3 (-4)
  • CON22 (+6)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +9, CON +11, WIS +5

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 1,080lbs., Push 2,160lbs.

Languages: --

Challenge:CR 11 (7,200 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 17 Athletics check, and the creature making the attempt takes 28 (5d10) acid damage.

Transparent. It takes a successful DC 19 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 19 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 11 (2d10) Acid damage at the end of their turn. Half as much with a successful DC 19 CON Save.

Actions

3x Pseudopod Multiattack. Melee Weapon: +9 to hit, reach 10ft.
Hit. 11 (2d10) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 17 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 17 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 11 (2d10) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (4d10) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 17 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 19 CON Save or become poisoned by one of the effects for every 5 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 19 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Huge Ooze, Loot Value 20000, unaligned CR 12 8,400 xp

  • Armor class 9 (Natural+3)
  • Hit points 250 (20d12+120)
  • Speed 15 ft
  • STR20 (+5)
  • DEX3 (-4)
  • CON22 (+6)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +10, CON +11, WIS +5

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 1,200lbs., Push 2,400lbs.

Languages: --

Challenge:CR 12 (8,400 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 18 Athletics check, and the creature making the attempt takes 28 (5d10) acid damage.

Transparent. It takes a successful DC 19 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 19 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 11 (2d10) Acid damage at the end of their turn. Half as much with a successful DC 19 CON Save.

Actions

4x Pseudopod Multiattack. Melee Weapon: +10 to hit, reach 10ft.
Hit. 11 (2d10) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 18 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 18 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 11 (2d10) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (4d10) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 18 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 19 CON Save or become poisoned by one of the effects for every 5 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 19 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Huge Ooze, Loot Value 25000, unaligned CR 13 10,000 xp

  • Armor class 14 (Natural+4)
  • Hit points 263 (21d12+126)
  • Speed 15 ft
  • STR20 (+5)
  • DEX10 (0)
  • CON22 (+6)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +11, CON +12, WIS +6, DEX +6

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 1,200lbs., Push 2,400lbs.

Languages: --

Challenge:CR 13 (10,000 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 19 Athletics check, and the creature making the attempt takes 33 (6d10) acid damage.

Transparent. It takes a successful DC 20 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 20 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 11 (2d10) Acid damage at the end of their turn. Half as much with a successful DC 20 CON Save.

Actions

3x Pseudopod Multiattack. Melee Weapon: +11 to hit, reach 15ft.
Hit. 11 (2d10) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 19 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 19 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 11 (2d10) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (4d10) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 19 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 20 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 20 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Huge Ooze, Loot Value 35000, unaligned CR 14 11,500 xp

  • Armor class 14 (Natural+4)
  • Hit points 275 (22d12+132)
  • Speed 15 ft
  • STR20 (+5)
  • DEX10 (0)
  • CON22 (+6)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +11, CON +12, WIS +6, DEX +6

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 1,200lbs., Push 2,400lbs.

Languages: --

Challenge:CR 14 (11,500 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 19 Athletics check, and the creature making the attempt takes 33 (6d10) acid damage.

Transparent. It takes a successful DC 20 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 20 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 17 (3d10) Acid damage at the end of their turn. Half as much with a successful DC 20 CON Save.

Actions

3x Pseudopod Multiattack. Melee Weapon: +11 to hit, reach 15ft.
Hit. 17 (3d10) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 19 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 19 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 17 (3d10) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 33 (6d10) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 19 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 20 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 20 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Huge Ooze, Loot Value 40000, unaligned CR 15 13,000 xp

  • Armor class 16 (Natural+6)
  • Hit points 265 (23d12+115)
  • Speed 15 ft
  • STR20 (+5)
  • DEX10 (0)
  • CON20 (+5)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +13, CON +13, WIS +8, DEX +8

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 1,200lbs., Push 2,400lbs.

Languages: --

Challenge:CR 15 (13,000 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 21 Athletics check, and the creature making the attempt takes 44 (8d10) acid damage.

Transparent. It takes a successful DC 21 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 21 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 17 (3d10) Acid damage at the end of their turn. Half as much with a successful DC 21 CON Save.

Actions

3x Pseudopod Multiattack. Melee Weapon: +13 to hit, reach 20ft.
Hit. 17 (3d10) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 21 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 21 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 17 (3d10) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 33 (6d10) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 21 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 21 CON Save or become poisoned by one of the effects for every 2 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 21 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Huge Ooze, Loot Value 50000, unaligned CR 16 15,000 xp

  • Armor class 14 (Natural+4)
  • Hit points 276 (24d12+120)
  • Speed 15 ft
  • STR22 (+6)
  • DEX10 (0)
  • CON20 (+5)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +12, CON +11, WIS +6, DEX +6

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 1,320lbs., Push 2,640lbs.

Languages: --

Challenge:CR 16 (15,000 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 20 Athletics check, and the creature making the attempt takes 33 (6d10) acid damage.

Transparent. It takes a successful DC 19 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 19 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 17 (3d10) Acid damage at the end of their turn. Half as much with a successful DC 19 CON Save.

Actions

4x Pseudopod Multiattack. Melee Weapon: +12 to hit, reach 15ft.
Hit. 17 (3d10) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 20 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 20 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 17 (3d10) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 33 (6d10) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 20 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 19 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 19 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Huge Ooze, Loot Value 60000, unaligned CR 17 18,000 xp

  • Armor class 14 (Natural+4)
  • Hit points 288 (25d12+125)
  • Speed 15 ft
  • STR22 (+6)
  • DEX10 (0)
  • CON20 (+5)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +12, CON +11, WIS +6, DEX +6

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 1,320lbs., Push 2,640lbs.

Languages: --

Challenge:CR 17 (18,000 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 20 Athletics check, and the creature making the attempt takes 39 (6d12) acid damage.

Transparent. It takes a successful DC 19 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 19 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 20 (3d12) Acid damage at the end of their turn. Half as much with a successful DC 19 CON Save.

Actions

4x Pseudopod Multiattack. Melee Weapon: +12 to hit, reach 15ft.
Hit. 20 (3d12) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 20 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 20 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 20 (3d12) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 39 (6d12) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 20 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 19 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 19 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Gargantuan Ooze, Loot Value 75000, unaligned CR 18 20,000 xp

  • Armor class 14 (Natural+4)
  • Hit points 377 (26d20+104)
  • Speed 15 ft
  • STR20 (+5)
  • DEX10 (0)
  • CON22 (+6)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +11, CON +10, WIS +6, DEX +6

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 2,400lbs., Push 4,800lbs.

Languages: --

Challenge:CR 18 (20,000 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 19 Athletics check, and the creature making the attempt takes 39 (6d12) acid damage.

Transparent. It takes a successful DC 18 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 18 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 20 (3d12) Acid damage at the end of their turn. Half as much with a successful DC 18 CON Save.

Actions

3x Pseudopod Multiattack. Melee Weapon: +11 to hit, reach 15ft.
Hit. 20 (3d12) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 19 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 19 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 20 (3d12) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 39 (6d12) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 19 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 18 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 18 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Gargantuan Ooze, Loot Value 92000, unaligned CR 19 22,000 xp

  • Armor class 14 (Natural+4)
  • Hit points 446 (27d20+162)
  • Speed 15 ft
  • STR22 (+6)
  • DEX10 (0)
  • CON22 (+6)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +12, CON +12, WIS +6, DEX +6

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 2,640lbs., Push 5,280lbs.

Languages: --

Challenge:CR 19 (22,000 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 20 Athletics check, and the creature making the attempt takes 39 (6d12) acid damage.

Transparent. It takes a successful DC 20 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 20 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 20 (3d12) Acid damage at the end of their turn. Half as much with a successful DC 20 CON Save.

Actions

3x Pseudopod Multiattack. Melee Weapon: +12 to hit, reach 15ft.
Hit. 20 (3d12) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 20 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 20 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 20 (3d12) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 39 (6d12) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 20 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 20 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 20 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Gargantuan Ooze, Loot Value 115000, unaligned CR 20 25,000 xp

  • Armor class 15 (Natural+5)
  • Hit points 490 (28d20+196)
  • Speed 15 ft
  • STR24 (+7)
  • DEX10 (0)
  • CON24 (+7)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +14, CON +14, WIS +7, DEX +7

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 2,880lbs., Push 5,760lbs.

Languages: --

Challenge:CR 20 (25,000 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 22 Athletics check, and the creature making the attempt takes 46 (7d12) acid damage.

Transparent. It takes a successful DC 22 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 22 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 20 (3d12) Acid damage at the end of their turn. Half as much with a successful DC 22 CON Save.

Actions

3x Pseudopod Multiattack. Melee Weapon: +14 to hit, reach 15ft.
Hit. 20 (3d12) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 22 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 22 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 20 (3d12) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 39 (6d12) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 22 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 22 CON Save or become poisoned by one of the effects for every 3 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 22 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Gargantuan Ooze, Loot Value 155000, unaligned CR 22 41,000 xp

  • Armor class 14 (Natural+4)
  • Hit points 450 (29d20+145)
  • Speed 15 ft
  • STR24 (+7)
  • DEX10 (0)
  • CON20 (+5)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +13, CON +11, WIS +6, DEX +6

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 2,880lbs., Push 5,760lbs.

Languages: --

Challenge:CR 22 (41,000 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 21 Athletics check, and the creature making the attempt takes 39 (6d12) acid damage.

Transparent. It takes a successful DC 19 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 19 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 26 (4d12) Acid damage at the end of their turn. Half as much with a successful DC 19 CON Save.

Actions

4x Pseudopod Multiattack. Melee Weapon: +13 to hit, reach 15ft.
Hit. 26 (4d12) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 21 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 21 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 26 (4d12) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 52 (8d12) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 21 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 19 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 19 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.

Gelatinous Cube

Gelatinous Cube Gargantuan Ooze, Loot Value 135000, unaligned CR 21 33,000 xp

  • Armor class 14 (Natural+4)
  • Hit points 525 (30d20+210)
  • Speed 15 ft
  • STR24 (+7)
  • DEX10 (0)
  • CON24 (+7)
  • INT1 (-5)
  • WIS10 (0)
  • CHA1 (-5)

Save Throws:STR +13, CON +13, WIS +6, DEX +6

Condition Immunities:Blinded, charmed, deafened, exhaustion, frightened, prone

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 10, Bluff DC 5, Carry 2,880lbs., Push 5,760lbs.

Languages: --

Challenge:CR 21 (33,000 xp)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 21 Athletics check, and the creature making the attempt takes 39 (6d12) acid damage.

Transparent. It takes a successful DC 21 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.



Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 21 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 26 (4d12) Acid damage at the end of their turn. Half as much with a successful DC 21 CON Save.

Actions

3x Pseudopod Multiattack. Melee Weapon: +13 to hit, reach 15ft.
Hit. 26 (4d12) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 21 STR Save.

Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 21 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 26 (4d12) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 52 (8d12) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 21 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.

Legendary Actions

Poison Variant.Creatures touched by the cube must make a DC 21 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 21 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.

Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.