Sovereign Ooze Vassal

Medium Ooze, Neutral
DDB

Sovereign ooze vassals form when discarded magical experiments, especially alchemical concoctions and potions, mix with organic matter from sentient creatures. A magical spark animates the mixture, granting it life. These oozes are most likely to originate in sewers near alchemists' shops, in vast caverns beneath arcane schools, in the sub-basements of wizards' towers, or in places where magic-wielding folks congregate and work.
Sovereign ooze vassals cannot speak, but they possess a form of telepathy that allows them to communicate with other creatures on a rudimentary level. They can, however, convey complex thoughts to other sovereign oozes.
With no external stimuli, the sovereign ooze vassal is driven to consume organic matter to survive: flesh, plants, offal, etc. However, if they come into contact with another of their kind, they feel a strong compulsion to merge with it. They also readily obey commands from sovereign ooze lords or monarchs.

Sovereign Ooze Vassal Origins

1d6Ooze Vassal Was Formed From...
1Discarded healing salves that interacted with blood
2Melted wax from ritual candles that merged into a corpse
3Inert Alchemist's Fire soaked into rat droppings
4Tainted Potions of Healing soaked into carrion crawler remains
5Corrupted Holy Water mixed with sewer water
6Failed Potions of Growth saturating a mass of hair

Careless wizards, artificers, alchemists, and other creators of magical substances sometimes dispose of failed experiments haphazardly. They think city sewers or workshop basement grates are safe places to dump their magical waste. These remnants, often liquid in form and brimming with magical potential, interact with organic matter—blood, bodily waste, or dead flesh—to gain sentience and form. These newly formed creatures are sovereign oozes.
Sages who've studied the lore of these creatures believe that another factor may also contribute to a sovereign ooze's creation and its drive to transform the world into the same substance from which it is formed. These experts have proposed several possible catalysts: intervention by a great demonic power, such as Juiblex; influence from one of the planes of chaos, such as Limbo or Pandemonium; or manipulation by a god associated with chaos or entropy (perhaps with a tinge of evil), such as Ralishaz or Tharizdun.
Unlike many other oozes, sovereign oozes possess advanced sentience, and in the case of the more evolved sovereign oozes, sapience. This cognitive functionality allows the lord and monarch versions of the sovereign ooze to communicate and develop intricate plans that involve manipulating other creatures.
Sovereign oozes can assume rough shapes of other creatures they have encountered (or eaten). These forms cannot replicate fine details, but are refined enough to sometimes fool inattentive observers or those whose sight is obscured by darkness.
Sovereign oozes consume organic matter to gain energy, and they grow in power by combining with other sovereign oozes. Two Sovereign Ooze Vassals can join to become a Sovereign Ooze Lord, and two Sovereign Ooze Lords can join to become a Sovereign Ooze Monarch. Experts are unsure whether two or more monarchs can join, and they hope they never find out.

AC 14

Initiative +0 (10)

HP 60 (8d8 + 24)

Speed 30 ft., Climb 30 ft.

STR

18 (+4)

Save +4

DEX

10 (+0)

Save +0

CON

16 (+3)

Save +3

INT

5 (-3)

Save -3

WIS

12 (+1)

Save +1

CHA

6 (-2)

Save -2

Condition Immunities Charmed, Deafened, Exhaustion, Grappled, Incapacitated, Prone, Restrained, Stunned

Senses Blindsight 120 ft., Passive Perception 11

Languages Telepathy 60 ft.

CR 4

Traits

Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so.

Merge. The ooze and one other Sovereign Ooze Vassal within 5 feet of it merge over the course of a Short Rest. When both oozes finish the Short Rest, they merge into a Sovereign Ooze Lord.

Spider Climb. The ooze can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Actions

Multiattack. The ooze makes two Slam attacks.

Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage.

Arcane Glob (Recharge 5-6). Dexterity Saving Throw: DC 13, each creature in a 30-foot-radius Sphere centered on a point the ooze can see within 90 feet. Failure: 18 (4d8) Force damage, and the target has the Blinded condition until the end of its next turn. Success: Half damage only.

Reactions

Damage Dispersal. Trigger: The ooze takes damage from a spell or magical effect. Response: The sovereign ooze halves the damage it takes (round down), and each creature in a 5-foot Emanation originating from the ooze takes 10 (3d6) Force damage.