b'Blood Ooze \n'b'  Large   ooze ,  unaligned  \n'b'  Armor Class  11  Hit Points  150 (20d10 + 40)  Speed  20 ft., climb 20 ft.\n'b' STATS STR: 17 (+3) DEX:  13 (+1)  CON:  15 (+2)  INT:  3 (\xe2\x80\x934)  WIS:  10 (+0)  CHA:  3 (\xe2\x80\x934)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +4  Condition Immunities   blinded ,  deafened ,  exhaustion ,  prone   Senses  blindsight 60 ft. (blind beyond this radius), passive  Perception  10  Languages  \xe2\x80\x94  Challenge  7 (2,900 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amorphous . The blood ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b'  Blood Scent . Double the blood ooze\xe2\x80\x99s blindsight for detecting living creatures that lack all their  hit points . The blood ooze can use a bonus action to make a pseudopod  attack  against or take the  Dash  action to move toward such a creature. \n'b'  Spider Climb . The blood ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The blood ooze makes two pseudopod attacks. It can use engulf in place of one of these attacks. \n'b'  Pseudopod .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 12 (2d8 + 3) bludgeoning damage and 7 (2d6) necrotic damage. If the target is a Medium or smaller creature, it is  grappled  (escape DC 14). Until this grapple ends, the target is  restrained . The blood ooze can grapple up to two creatures at a time. \n'b'  Engulf . One creature  grappled  by the blood ooze must succeed on a DC 14  Strength  saving throw or be pulled into the ooze\xe2\x80\x99s body. An engulfed target is  blinded ,  restrained , unable to breathe, and has total  cover  from effects that originate outside the ooze. At the start of each of the ooze\xe2\x80\x99s turns, the engulfed creature takes 18 (4d8) acid damage. The ooze can have only one creature engulfed at a time. An engulfed creature can try to escape by taking an action to make its choice of a DC 14  Strength  ( Athletics ) or  Dexterity  ( Acrobatics ) check. On a success, the creature escapes and uses 5 ft. of movement to enter a space of its choice within 5 ft. of the ooze. If the ooze dies, an engulfed creature is no longer  restrained  by it and can escape from the corpse by using 10 feet of movement. The creature also gains an infusion of the ooze\xe2\x80\x99s life force, regaining 16 (3d10)  hit points , gaining any excess as  temporary hit points  that last 24 hours. If a living creature dies within 24 hours of this infusion, the corpse dissolves into a blood ooze over the next hour. Magic that cures disease or removes a curse not only prevents this change, but also removes  temporary hit points  gained from the infusion. If a creature dies while engulfed by the ooze, the creature\xe2\x80\x99s body dissolves inside the ooze. The ooze expels anything the creature wore or carried. \n'b'\n'b' ABOUT \n'b'  Bloody Pets . Vampires and practitioners of blood magic keep blood oozes as pets. They are clever enough to learn tricks, especially if rewarded with living creatures as food. \n'b' Even roughly trained, blood oozes can keep watch in areas susceptible to infiltration, such as waterways or secret passages. \n'b'  Trainable Servants . Well-trained blood oozes have a penchant for understanding what their masters want. The ooze can take different shapes to please or entertain. They follow simple instructions, but an ooze might be distracted by a potential meal. \n'b'\n'b'  DC 10  Intelligence  ( Nature ) : Sapient creatures that revel in blood, such as vampires, like to keep blood oozes. These terrifying jellies act quickly when they scent blood, and they can dissolve a living creature to acid-scarred bones in a matter of moments. \n'b'  DC 15  Intelligence  ( History ) : Stories speak of blood oozes guarding the dungeons of evil creatures. Would-be heroes run afoul of these terrors in damp passages beneath more than one fabled castle.'