Reliquary Ooze
Armor Class: 15
Hit Points: 200
Speed: 20 ft., climb 20 ft.
Saving Throws: constitution, wisdom
Damage Resistances: Cold, Fire, Necrotic
Damage Immunities: Acid, Poison
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Prone, Exhaustion
Senses: blindsight 120 ft., passive Perception 18
Languages: Common, Celestial
Challenge: 13 (10,000 XP)
STR 22 (+6)
DEX 8 (-1)
CON 22 (+6)
INT 6 (-2)
WIS 16 (+3)
CHA 14 (+2)
Traits
- Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing, though the relics suspended in its body cannot pass through a space narrower than 6 inches and are dragged loose if it tries.
- Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Consecrated Corrosion. The ooze sheds dim light in a 20-foot radius from the relics inside it. Its acid damage is radiant damage instead against fiends and undead, and a creature of those types that touches the ooze or hits it with a melee attack while within 5 feet takes 7 (2d6) radiant damage.
- Liturgical Echo. A creature that starts its turn within 20 feet of the ooze hears fragments of the prayers the reliquary once held. It must succeed on a DC 16 Wisdom saving throw or spend its reaction, if available, moving 10 feet toward the ooze. A creature that succeeds is immune to this trait for 24 hours.
Actions
- Pseudopod. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 4d8 + 6 bludgeoning damage. The target takes an extra 14 (4d6) acid damage. If the target is a creature wearing nonmagical metal armor, that armor is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
- Engulf. The ooze moves up to its speed through the spaces of Large or smaller creatures. Each creature whose space it enters must make a DC 19 Dexterity saving throw. On a success, the creature is pushed 5 feet out of the ooze’s path. On a failure, the creature is engulfed: it is blinded and restrained, it has total cover against attacks from outside the ooze, it takes 21 (6d6) acid damage at the start of each of the ooze’s turns, and it can breathe only if it does not need air. An engulfed creature can escape with a DC 19 Strength check, moving to a space within 5 feet of the ooze.
- Reliquary Discharge (Recharge 5–6). The ooze contracts and expels the stored prayer of every relic suspended inside it in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much on a successful one. Undead and fiends have disadvantage on this save. A creature engulfed by the ooze automatically fails.
Bonus Actions
- Sift the Hoard. The ooze rotates a relic to its surface. Until the start of its next turn, it has advantage on saving throws against spells and its Consecrated Corrosion light becomes bright light in a 20-foot radius and dim light for an additional 20 feet.
Reactions
- Rebuke of the Interred. The ooze absorbs the light. It reduces the damage by 10 and the creature that dealt it must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn.