b'Alchemical Ooze Swarm, Melancholic \n'b'  Family:   Oozes  \n'b'  Medium   swarm of Tiny oozes ,  unaligned  \n'b'  Armor Class  13  Hit Points  23 (5d8)  Speed  25 ft.\n'b' STATS STR: 1 (-5) DEX:  16 (+3)  CON:  14 (+2)  INT:  1 (-5)  WIS:  6 (-2)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +5  Damage Vulnerabilities  acid  Damage Resistances  lightning, bludgeoning, piercing, slashing  Condition Immunities   blinded ,  charmed ,  deafened ,  exhaustion ,  frightened ,  grappled ,  prone   Senses  blindsight 60 ft. (blind beyond this radius); passive  Perception  8  Languages  \xe2\x80\x93  Challenge  1 (200 XP) \n'b' Special Traits \n'b'\n'b'  Paralyzing Slime . A creature exposed to the swarm\xe2\x80\x99s slime must succeed on a DC 12  Constitution  saving throw or be  poisoned  for 1 round. While  poisoned  in this way the creature is  paralyzed . \n'b'  Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny ooze. The swarm can\xe2\x80\x99t regain  hit points  or gain  temporary hit points . \n'b'  Viscous . A creature that starts its turn in the swarm\xe2\x80\x99s space must succeed on a DC 13  Dexterity  saving throw. On a failed save it is covered in sticky globules. Until removed, the sticky patches of goo reduce the creatures speed to half, impose disadvantage on  attack  rolls and ability checks, and is subject to the swarm\xe2\x80\x99s Paralyzing Slime at the start of its turn. A creature can remove the sticky globs as an action. If a creature affected by this ability takes acid damage, the goo is removed immediately. \n'b'\n'b' Actions \n'b'\n'b'  Feed .  Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm\xe2\x80\x99s space.  Hit : 10 (4d4) piercing damage or 5 (2d4) piercing damage if the swarm has half of its  hit points  or fewer, and the target is subject to the swarm\xe2\x80\x99s Paralyzing Slime. \n'b'\n'b' About \n'b' Formed from accumulations of runoff from arcane laboratories and regions of magical calamity, alchemical oozes are fist-sized blobs of volatile chemicals. Although composed of unpredictable compounds and toxins, these mobile oozes pose little threat individually, but in polluted quagmires and tainted sewers can collect in numbers great enough to threaten creatures many times their  size . \n'b' Swarms of the slimes linger in such contaminated areas and seek new accretions of vital solutions, like those found within the bodies of higher life forms, to fuel their erratic life cycles. Found in numerous varieties with a host of differing abilities, these  weird , clinging oozes have been differentiated by likening them to the humors said to compose the bodies of living beings. \n'b'\n'b'  Hungry Fluids . Appearing at first to be a collection of tiny blobs of viscous, translucent fluid, alchemical oozes become far more terrifying once their hungry nature becomes apparent. Each swarm is composed of several hundred palm-sized balls of ooze that all scuttle along as a single unit. Different types of alchemical oozes have various unique abilities, though they otherwise share the same statistics below. \n'b'  Choleric Ooze Swarm . Choleric oozes are composed of caustic chemicals, and living creatures failing their save against the swarm\xe2\x80\x99s paralyzing slime takes 5 (2d4) acid damage instead of being  paralyzed . Wooden or metal objects in contact with the swarm for 1 round take 8 (3d4) acid damage. A choleric ooze swarm has  damage resistance  to acid and damage  vulnerability  to lightning, and any amount of lightning damage ends the swarm\xe2\x80\x99s viscous ability. \n'b'  Phlegmatic Ooze Swarm . Phlegmatic oozes are composed of volatile mind-altering compounds, and living creatures failing their save against the swarm\xe2\x80\x99s paralyzing slime are  stunned  instead of being  paralyzed . A phlegmatic ooze swarm has  damage resistance  to cold (instead of acid) and damage  vulnerability  to fire (instead of acid), and any amount of fire (rather than lightning) damage ends the swarm\xe2\x80\x99s viscous ability. \n'b'  Sanguine Ooze Swarm . Sanguine oozes are composed of euphoric hallucinogens, and living creatures failing their save against the swarm\xe2\x80\x99s paralyzing slime are  charmed  and  blinded  instead of being  paralyzed . A phlegmatic ooze swarm has  damage resistance  to fire (instead of acid) and damage  vulnerability  to cold (instead of acid), and any amount of cold (rather than lightning) damage ends the swarm\xe2\x80\x99s viscous ability.'