**Stats**

Monster Race: Ooze, Ooze Hound
Monster classification: Monstrosity
Armour Class: 14 (natural armor)
Hit Points: 105 (10d10 + 50)
Speed: 70ft., climb 30 ft., swim 0ft.
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 10 (+0) 12 (+1) 6 (-2)
Weakness: Piercing, Radiant, Fire
Resistances: bludgeoning, slashing, Necrotic, Pscyic
Immunities: blinded
Senses: blindsight 120ft. (blind beyond this radius)
passive Perception: 18
Languages: Understands Infernal, cannot speak, read or write it.


Echolocation
Gaze has 120ft of Blindsight.
cannot use blind sight when deafened.

Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature.
Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability’s range is specified in the creature’s descriptive text.
The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
Blindsight does not subject a creature to gaze attacks (even though darkvision does).
Blinding attacks do not penalize creatures using blindsight.
Deafening attacks thwart blindsight if it relies on hearing.
Blindsight works underwater but not in a vacuum.
Blindsight negates displacement and blur effects

Sunlight sensitivity
Disadvantage on attack rolls when in bright sunlight.
Bright sunlight is usally between the hours of 9am-5pm outside of these times Gaze can deal with the sun. DM’s discretion.

Alerted Hearing
Advantage on Perception checks that rely on hearing. This applies to all checks that rely on sight as part of blindsight and has no effect when deafened.
You can’t be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
You have a +5 bonus to your passive (Perception) that relies on hearing.

Amorphous
The ooze can move through a space as narrow as 1 inch wide without squeezing. Amphibious
The ooze Dosent need to breath.
Spider Climb
The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Shadow Claw
Gaze can swipe with his claws dealing 1 D10 + Strength, You can do this as an action and/or bonus action.

Shadow Stalker
Gaze can take a Bonus Action to hide when in dim light or darkness. gains advantage on stealth checks when in dim light or darkness

Leaching Bite
Gaze is able to bite with a deadly ferocity. 1 D6 Necrotic + Strength Heals Gaze for total damage done. HP is not restored when attacking a bloodless creature (Skeleton, Construct etc) can be used an amount of times equal to half your total sneak attack dice (rounded up) +1 before needing a long rest.

  • character/decota/teostra/gaze.txt
  • Last modified: 4 years ago
  • by 127.0.0.1