b'Chamber Ooze \n'b'  Family:   Oozes  \n'b'  Large   ooze ,  unaligned  \n'b'  Armor Class  8  Hit Points  93 (11d10 + 33)  Speed  20 ft.\n'b' STATS STR: 18 (+4) DEX:  6 (-2)  CON:  17 (+3)  INT:  1 (-5)  WIS:  7 (-3)  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   Languages  \xe2\x80\x93  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Integrate . The chamber ooze can spend 1 minute to balloon outward, coating every square inch of the walls, fixtures, and furniture of a room up to 40 feet by 40 feet in  size . The ooze can create one or two openings for creatures to enter the room, such as through a door. While integrated, the chamber ooze has an automatic result of 18 on  Dexterity  ( Stealth ) checks and DCs to remain undetected, and creatures can enter its space. The only action an ooze can take while integrated is Snap Shut. \n'b'  Paralyzing Touch . The first time on a turn that a creature is struck by the ooze, the creature must succeed on a DC 13  Constitution  saving throw or be  paralyzed  for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The ooze makes two pseudopod attacks. \n'b'  Pseudopod .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 9 (2d4 + 4) acid damage, and the target is subjected to the ooze\xe2\x80\x99s Paralyzing Touch. \n'b'  Engulf . The ooze attempts to engulf up to 4 Medium or smaller creatures in its space. Each creature must succeed on a DC 10  Dexterity  saving throw. On a success, the creature is pushed to an unoccupied space within 5 feet of the ooze. On a failure, the creature takes 10 (3d6) acid damage, is subjected to the ooze\xe2\x80\x99s Paralyzing Touch, and is engulfed. While engulfed, the creature is  blinded  and  restrained , it can\xe2\x80\x99t breathe, it has total  cover  against attacks and other effects outside the ooze, and it takes 10 (3d6) acid damage at the start of each of the ooze\xe2\x80\x99s turns. If the ooze takes 15 damage or more on a single turn from the engulfed creature, or if the ooze dies, the creature is no longer engulfed and falls  prone  in a space within 5 feet of the ooze. A creature can use an action to make a DC 14  Strength  check, freeing itself or an engulfed creature within 5 feet on a success. On a failure, the creature is subjected to the ooze\xe2\x80\x99s Paralyzing Touch. \n'b'\n'b' REACTIONS \n'b'\n'b'  Snap Shut . If a creature ends its turn within the room in which the ooze is integrated, the ooze can relax its grip and violently snap inward on its prey. Each creature in the room must make a DC 14  Dexterity  saving throw, taking 17 (5d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The ooze then returns to its usual Large size, occupying a 10-foot-square space of its choice within the room. If any creatures are in that 10-foot-square area, the ooze uses Engulf. \n'b'\n'b' ABOUT \n'b' Chamber oozes are viscous, algae-like creatures that coat the walls and fixtures of entire dungeon rooms, then engulf living creatures who wander into the seemingly mundane chamber. \n'b' To accomplish their namesake feat, chamber oozes fill themselves with air and expand dramatically, stretching to the point that their orange color is discernible only as a wet sheen over the dungeon\xe2\x80\x99s surfaces. Most adventurers take unpleasant grime as a given in the sodden crypts and ruins they frequent and so pay no heed to rooms that appear to be dripping with rank mildew. \n'b' Such precariousness has led to many spelunkers\xe2\x80\x99 demise as they simply walk unknowingly into a chamber ooze\xe2\x80\x99s stretched-out stomach. The ooze then snaps in on itself, smashing its victims with ooze-wrapped furniture before engulfing its unsuspecting prey. \n'b' Though mindless, chamber oozes sometimes exhibit uncanny deference to certain other dungeon denizens, most notably mimics. The ooze allows the mimic to dwell within its space, then the two fight in tandem to create a perilous encounter for treasure hunters. Of course, sometimes a chamber ooze might get carried away and consume its weakened mimic friend as well. The smartest mimic partners make sure to have a clear path to the room\xe2\x80\x99s exit at all times.'