Gray Ooze (Psychic)

Source: Monster Manual p. 243. Available in the SRD

title: Gray Ooze (Psychic)
*Medium ooze, Unaligned*
 
- **Armor Class** 8 
- **Hit Points** 22 (`3d8 + 9`) 
- **Speed** 10 ft., climb 10 ft.
 
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|12 (+1)| 6 (-2)|16 (+3)| 6 (-2)| 6 (-2)| 2 (-4)|
 
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** [Stealth](Mechanics/CLI/rules/skills.md#Stealth) +2
- **Senses** [blindsight](Mechanics/CLI/rules/senses.md#Blindsight) 60 ft. (blind beyond this radius), passive Perception 8
- **Damage Resistances** acid, cold, fire
- **Condition Immunities** [blinded](Mechanics/CLI/rules/conditions.md#Blinded), [charmed](Mechanics/CLI/rules/conditions.md#Charmed), [deafened](Mechanics/CLI/rules/conditions.md#Deafened), [exhaustion](Mechanics/CLI/rules/conditions.md#Exhaustion), [frightened](Mechanics/CLI/rules/conditions.md#Frightened), [prone](Mechanics/CLI/rules/conditions.md#Prone)
- **Languages** —
- **Challenge** 1/2
 
## Traits
 
***Amorphous.*** The ooze can move through a space as narrow as 1 inch wide without squeezing.
 
***Corrode Metal.*** Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
 
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
 
***False Appearance.*** While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
 
## Actions
 
***Pseudopod.*** *Melee Weapon Attack:* `+3` to hit, reach 5 ft., one target. *Hit:* 4 (`1d6 + 1`) bludgeoning damage plus 7 (`2d6`) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded 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.
 
***Psychic Crush (Recharge 5-6).*** The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (`3d6`) psychic damage on a failed save, or half as much damage on a successful one.

Environment

underdark