Post by Deleted on Feb 25, 2015 20:08:14 GMT
Convergence of Slime, Gelatinous Cube
Juiblex, Lord of Oozes, has few worshipers, and little reason to reward those who give his destructive nature praise. Yet occasionally the faceless demon lord inspires those rare adherents with a ritual to summon his scattered offspring, or even calls his slithering progeny to a single location under his own impulse. Known as a Convergence of Slime, they consist of multiples of one type of ooze amassed into a single entity. Individual oozes typically enter and leave the convergence to feed, and the food they acquire is shared in communion.
A Convergence of Slime, Gelatinous Cube's Lair
This legendary ooze forms in subterranean lairs. It normally resides in a room at least 25 feet high, and usually no larger than 60 feet across, so that any creature entering the lair is within range of its pseudopods. Central sewage areas beneath large cities and deep, damp caverns are its preferred areas.
Lair Actions
On initiative count 20 (losing initiative ties), the cube takes a lair action to cause one of the following effects; the cube cannot use the same effect two rounds in a row.
Release Cubeling. The Convergence releases one of its constituent cubes to independently attack intruders. A cubeling released in this manner has all the statistics of a normal Gelatinous Cube with the follow adjustments: Size medium, HP 40. A cubeling's engulf ability can only contain one medium or two small creatures at a time. The Convergence loses 20 hit points for each cubeling it has released, though it can regain them by using its Engulf ability on the cubeling. Alternately, it may hit a cubeling with a pseudopod as a normal action, if the cubeling is more than 5 feet and less than 20 feet from the Convergence, dealing no damage and causing the cubeling to be immediately reabsorbed. The Convergence regains all hit points lost from Release Cubeling upon reabsorption, regardless of the amount of damage the cubeling takes.
Noxious Vapors. The Convergence releases acrid gases that accumulate in its body. Any non-ooze creature within the lair that breathes while Noxious Vapors is active must make a DC 15 Constitution saving throw against poison at the start of their turn, or acquire the poisoned condition. The gases quickly oxidize, becoming inert in 1d4 rounds. The Convergence will use this lair action on any round in which it is not active as long as it feels threatened.
Increase Acidity. The Convergence saturates specific portions of its body with digestive acids to increase the potency of its attacks. Any damage caused by pseudopod or engulf deals an additional 1d8 acid damage. This is cumulative with its Churn legendary action.
Regional Effects
The vicinity of a cube's lair is remarkably clean compared to outlying environs, as its constituent parts roam the area and consume all organic matter in their paths. If the cube is destroyed, any living organisms natural to the environment begin to repopulate within a week.
Convergence of Slime, Gelatinous Cube
Gargantuan ooze, unaligned
Armor Class 6
Hit Points 231 (14d20 + 84)
Speed 10 ft.
STR 22 (+6) DEX 3 (-4) CON 22 (+6) INT 1 (-5) WIS 8 (-1) CHA 1 (-5)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 120 ft. (blind beyond this radius)
Languages none
Challenge 14 (11,500 XP)
Legendary Resistance (3/Day). If the Convergence of Slime fails a saving throw, it can choose to succeed instead.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 13 (3d8) acid damage.
The cube can hold one gargantuan creature, four huge creatures, sixteen large creatures, and numerous (60-100) medium to small creatures inside it at a time.
As the cube takes damage, it sloughs off its constituent parts and becomes smaller. At half life, it becomes a huge size creature, able to contain 1 huge creature, four large creatures, and up to sixteen medium or smaller creatures.
Translucent. Due to its size and density, the converged Gelatinous Cube is not transparent, like its smaller, individual parts. However, it is difficult to see when submerged or in dim light. It takes a successful DC 10 Wisdom (Perception) check to spot a Convergence in these conditions if it has not moved or attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
Actions
Multiattack. The ooze makes three attacks with its pseudopods.
Pseudopod. Melee Weapon Attack: +11 to hit, reach 20 ft., one creature. Hit: 13 (3d8) acid damage.
Engulf. If the cube moves into another creature's space, it can attempt to Engulf it as a free action. The creature must make a DC 10 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back, or to the side if it is on a corner of the cube. If a creature chooses not to be pushed, it suffers the consequences of a failed saving throw.
On a failed saving throw, the cube enters the creatures space, and the creature takes 13 (3d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 27 (6d8) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with the cube if it is on a trailing edge, or deeper into the cube until it is centered within the cube matrix if it is on a leading edge.
An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature is able to move. If it was already on the edge, it may escape and enter a space of its choice within 5 feet of the exit point. If it was deeper inside the cube, it may move 5 feet in any direction.
Legendary Actions
The Convergence of Slime, Gelatinous Cube can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The cube regains spent legendary actions at the start of its turn.
Sticky Pod. The cube makes a pseudopod attack. If it hits, the target is restrained and pulled 10 feet toward the cube. If this pull brings the creature adjacent to the cube, it must make a DC 10 Dexterity saving throw or be engulfed.
Quiver. The cube's entire massive structure wobbles, shudders and shivers. Any creature within 5 feet of the cube must make a DC 10 Dexterity saving throw or be engulfed.
Churn (Costs 2 Actions). The constituent oozes writhe and interweave, causing additional acid damage to any creature it has engulfed. The damage taken by engulfed creatures at the start of the cube's next turn increases to 36 (8d8) acid damage.