b'Ooze, Amber \n'b'  Tiny   ooze ,  unaligned  \n'b'  Armor Class  8  Hit Points  13 (3d4 + 6)  Speed  10ft., climb 10 ft.\n'b' STATS STR: 12 (+1) DEX:  8 (-2)  CON:  14 (+2)  INT:  1 (-5)  WIS:  1 (-5)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  acid  Condition Immunities   blinded ,  charmed , deafened,  exhaustion ,  frightened ,  prone   Senses   blindsight  60 ft. (blind beyond this radius), passive  Perception  5  Languages  \xe2\x80\x93  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'\n'b'  False Appearance . The amber ooze is indistinguishable from a pint of ale or mead as long as it does not move. \n'b'  Infuse . A victim that has ingested an amber ooze must make a DC 12  Constitution  saving throw. On a successful saving throw, the amber ooze is expelled from the host\xe2\x80\x99s body into an unoccupied space within 5 feet of the host. On a failed saving throw, the amber ooze infuses itself into the host\xe2\x80\x99s body. The amber ooze has total  cover  from effects outside the host\xe2\x80\x99s body, and is blind and deafened. While the amber ooze is infused, the host creature must succeed on a DC 12  Constitution  saving throw at the beginning of each of its turns. On a failed saving throw, the host takes 7 (2d6) acid damage, or half as much damage on a successful saving throw. If this damage drops to host to  0 hit points , its insides are liquefied and another amber ooze is created. An amber ooze can be forcibly removed with magic such as  lesser restoration . \n'b'\n'b' Actions \n'b'\n'b'  Attach .  Melee Weapon Attack : +3 to hit, reach 5 ft., one creature.  Hit : The amber ooze attaches to the target. While attached, the amber ooze makes its way up the body using its movement and attempts to infuse itself into a new host. A creature can use its action to attempt a DC 11  Strength  ( Athletics ) check to pull the ooze from the creature it is attached to. \n'b'\n'b' About \n'b' This creature resembles a small pool of liquid the color and consistency of mead. \n'b' Amber oozes were created by an evil  wizard  as a means of gaining control over the elders of a powerful city. He bred many of the creatures in secret and sealed them into kegs of ale, then hired merchants to distribute this ale throughout the city. The  wizard  was ultimately slain and the city saved by a band of heroic adventurers. \n'b' Unknown to the adventurers, the merchants had wanted to line their own pockets without the knowledge of their employer. Unaware of the plot they sold some of the kegs of ale in illegal markets. Now, many of the kegs containing amber oozes have been shipped to other cities and the creatures are spreading. When an amber ooze divides, one of the new creatures seeps out of the keg to find its own lair. Stacked in rows with other kegs of uncontaminated ale, amber oozes can quickly take over a storeroom or pantry. \n'b' An amber ooze is approximately 1 foot in diameter and is a dark amber color. The designs of the mad mage even provided the amber ooze with the scent of mead or heady ale. Amber oozes can lay in a state of hibernation for years, coming out of it only to replicate \xe2\x80\x93 a process they undergo once every few months \xe2\x80\x93 or when they are alerted by movement of the keg. \n'b' When a keg containing an amber ooze is tapped, the creature makes its way to the opening. Within the drawing of a few drinks, the amber ooze squeezes out of the tap and into the mug. As soon as the victim drinks, the ooze forces itself down the victim\xe2\x80\x99s throat and into its belly.'