b'Ooze, Amber \n'b'  Large   ooze ,  unaligned  \n'b'  Armor Class  7  Hit Points  76 (9d10 + 27)  Speed  20 ft.\n'b' STATS STR: 16 (+3) DEX:  5 (-3)  CON:  17 (+3)  INT:  1 (-5)  WIS:  6 (-2)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   blinded ,  charmed , deafened,  exhaustion ,  frightened ,  prone   Senses   blindsight  60 ft. (blind beyond this radius), passive  Perception  8  Languages  \xe2\x80\x93  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'\n'b'  Amorphous . The ooze can move through a space as narrow as 1 inch wide without squeezing. \n'b'  Arboreal Movement . The ooze can move through trees as if they were  difficult terrain . Creatures preserved inside of it are expelled into unoccupied spaces within 5 feet of the tree when the amber ooze moves in this way. The amber ooze can end its turn inside a tree, but it is expelled into an unoccupied space within 5 feet of the tree if the tree is destroyed. \n'b'  Spider Climb . The 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 amber ooze uses its Engulf. It then makes two pseudopod attacks. \n'b'  Pseudopod .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) bludgeoning damage. If the target is a plant or plant creature, it also takes 3 (1d6) acid damage. \n'b'  Engulf . The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures\xe2\x80\x99 spaces. Whenever the ooze enters a creature\xe2\x80\x99s space, the creature must make a DC 13  Dexterity  saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature\xe2\x80\x99s space and the creature is engulfed. The engulfed creature can\xe2\x80\x99t breathe, is  restrained , and, after 1d4 rounds, the creature is  petrified . A creature  petrified  by the ooze remains  petrified  until 24 hours after it exits the ooze. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 13  Strength  ( Athletics ) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze. \n'b'\n'b' About \n'b' Meandering through forests, this ooze is made from the ancient sap that comes from magical trees. Small birds and rodents float in the sap, perfectly preserved. \n'b'  Arboreal Origins . With magical trees comes magical sap.\xc2\xa0An amber ooze is created when a magical tree, usually a treant, is felled or drained of its sap. Most amber oozes are large, orange blobs of sap that pick up anything they come across. \n'b'  Preserved Innards . While most oozes are made of corrosive materials and dissolve their prey, the amber ooze subsists on dead plant matter and preserves animals inside it. Though unintelligent, amber oozes contain a portion of their progenitor tree\xe2\x80\x99s desire to protect life in the forest. If an amber ooze comes across a living creature, it immediately attempts to engulf the creature to preserve it. \n'b'  Ooze Nature . An amber ooze doesn\xe2\x80\x99t require sleep.'