b'Oozeling \n'b'  Tiny   ooze ,  chaotic neutral  \n'b'  Armor Class  13  Hit Points  22 (4d4 + 12)  Speed  10 ft., fly 30 ft. (hover)\n'b' STATS STR: 10 (+0) DEX:  16 (+3)  CON:  17 (+3)  INT:  8 ( 1)  WIS:  12 (+1)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +5  Damage Immunities  poison  Condition Immunities   blinded ,  deafened ,  exhaustion ,  poisoned ,  prone   Senses  blindsight 30 ft., passive  Perception  11  Languages  understands up to three languages but can\xe2\x80\x99t speak  Challenge  1 (200 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amorphous . The oozeling can move through a space as narrow as 1 inch wide without squeezing. \n'b'  Aversion to Cold . If the oozeling takes cold damage, it is  incapacitated  and its speed is reduced to 0 until the end of its next turn. \n'b'  Oozing Mimicry . The oozeling can reshape itself into virtually any shape, allowing it to depict simple, soundless images, scenes, and ideas. \n'b'  Regeneration . The oozeling regains 1 hit point per minute, if it has at least 1 hit point. If the oozeling is destroyed, it regains all its  hit points  after 24 hours unless its remains are completely obliterated such as by a  disintegrate  spell or by being submerged in acid or lava. \n'b'\n'b' ACTIONS \n'b'\n'b'  Pseudopod .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 2 (1d4) bludgeoning damage. \n'b'  Latch On . The oozeling attempts to cling to a creature within 5 feet of it. An unwilling target must make a DC 13  Dexterity  ( Acrobatics ) check. On a failure, the oozeling successfully moves into the target\xe2\x80\x99s space and clings to its body. While in the target\xe2\x80\x99s space, the oozeling moves with the target. As long as the oozeling is latched onto a creature, the creature has disadvantage on saving throws made to maintain its concentration. Any creature within reach of the oozeling, can use its action to make a DC 10  Strength  ( Athletics ) check, dislodging the oozeling into an unoccupied space within 5 feet of the creature on a success. The oozeling can also detach itself from a creature as a bonus action. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Distract . The creature the oozeling is latched onto must subtract 1d4 from the next  attack  roll, ability check, or saving throw it makes before the start of the oozeling\xe2\x80\x99s next turn. \n'b'\n'b' REACTIONS \n'b'\n'b'  Distort Magic (3/Day) . When the creature the oozeling is latched onto casts a spell, the oozeling forces the creature to roll on the Wild Magic Effects table. \n'b'\n'b' ABOUT \n'b' An oozeling is a viscous blob of chaotic magical energy. It constantly twists and contorts itself, creating confusing, unusual shapes. It moves erratically, at speeds that are somewhat uncanny for an ooze. While unaggressive in nature, its ability to distort the magic around it demands wariness from any creature that attempts to handle it. \n'b' Often appearing near planar rifts, intra-dimensional portals, and pockets of raw magic, oozelings are a rare byproduct of spells and events that forcefully bend the weave of magic. Being nigh indestructible and highly chaotic, many wizards and alchemists seeking to control them eventually resort to trapping them in jars or vials. Any oozeling that is freed from such imprisonment often expresses its gratitude by swirling and bouncing around its savior. Some even choose to accompany said creature on their travels, provided that the oozeling\xe2\x80\x99s endless need for mischief is met.'