b'Darkshard Ooze, Forge Leader \n'b'  Family:   Oozes  \n'b'  Medium   ooze ,  chaotic evil  \n'b'  Armor Class  16 (chain mail) \n'b' Hit Points  39 (6d8 + 12) and 60 temporary hit points \n'b' Speed  20 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX:  12 (+1)  CON:  15 (+2)  INT:  4 (-3)  WIS:  12 (+1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills  Perception +4, Stealth +7 \n'b' Damage Resistances  cold, fire, lightning, poison \n'b' Condition Immunities  blinded, charmed, deafened, exhaustion, frightened \n'b' Senses  blindsight 120 ft., passive Perception 14 \n'b' Languages   \n'b' Challenge  5 (1,800 XP) \n'b' Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Corpse Possession . If the ooze loses all its temporary hit points, the corpse it possesses is completely destroyed and the ooze reappears in an unoccupied space within 5 feet of the corpse, using the regular statistics of a darkshard ooze. The ooze can also end the possession as a bonus action. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The ooze makes two weapon attacks. \n'b'  Darkspike .  Melee Weapon Attack : +6 to hit, reach 10 ft., one target.  Hit : 12 (2d8 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). \n'b'  Spike Explosion (Recharge 5-6) . The ooze creates a blast of razor-sharp dark spikes around it. Each creature within 15 feet of it must succeed on a DC 14 Dexterity saving throw or take 21 (6d6) piercing damage and suffer a lingering wound. While wounded, the creature\xe2\x80\x99s speed is halved and it loses 3 (1d6) hit points at the start of each of its turns due to blood loss. Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check, and the wound also closes if the target receives magical healing. On a successful save, the creature takes half as much damage with no additional effects. \n'b'  Spiky Gobbet . The ooze lobs a gobbet of spiky goo at a point it can see within 30 feet of it. Each creature within 5 feet of that point must make a DC 13 Dexterity saving throw as the goo explodes into a cloud of spikes. A creature takes 14 (4d6) piercing damage on a failed save, or half as much on a successful one. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Darkshard Infestation . The ooze attempts to infest a creature it is grappling. The target must succeed on a DC 13 Constitution saving throw or contract a disease. Until the disease is cured, the target can\xe2\x80\x99t regain hit points and must repeat the saving throw after each hour that elapses. On a failed save, the target\xe2\x80\x99s hit point maximum is reduced by 10 (3d6). The target dies if its hit point maximum is reduced to 0 as a darkshard ooze spawns inside it. If the target succeeds on three of these saves, it is no longer diseased. \n'b'  Rip Flesh . A target the ooze is grappling takes 7 (2d6) piercing damage and must succeed on a DC 13 Constitution saving throw or have disadvantage on attacks rolls, ability checks, and saving throws until the end of its next turn. \n'b'\n'b' REACTIONS \n'b'\n'b'  Disruptive Skewer . When a creature the ooze can see within 60 feet of it begins casting a spell, the ooze makes a weapon attack against it. If the attack hits, the creature must make a spellcasting ability check against a DC equal to 10 + the spell\xe2\x80\x99s level. On a failure, the creature\xe2\x80\x99s spell fails and has no effect.'