Eldritch Ooze – A Parasitic Evil for D&D 5th Edition


The fear of contamination is a rational one in the multiverse!  Plagues of the living dead, being consumed and replaced with an alien copy, the dread curse of vampirism, and more torment the minds of countless victims.  One threat such threat is far distanced from the Material Plane.  This threat is known as the “Eldritch Ooze.”

Despite its name, this creature isn’t so much an ooze, but an oil-like parasite that slinks into the creature’s nervous system and takes over it entirely.  Most of the time, the only method of discerning a controlled person is black and cloudy looking eyes.  When the creature is ready to strike, it begins to pour out of a victim’s eye sockets, mouth, and sometimes elsewhere as well.  Victims are seen retching and gasping in unfathomable pain as the liquid abomination slithers slowly outside of several orifices.  Some have been lucky enough to resist it, but these are few and far between.  Another aspect of this creature is its ability to produce spawn while inside a victim, spreading its vile essence while keeping control of its current host.  To prevent such an atrocity from spreading on a wide scale would result in an apocalyptic event.  Even worse is the motivations and intentions of this creature are completely unknown.
Eldritch Ooze

Small Aberration (Extraterrestrial); always lawful, usually lawful evil

Armor Class 14 (natural armor)

Hit Dice – 132 (15d6 + 60)

Speed 30 ft.

STR 7 DEX 19 CON 18 INT 16 WIS 13 CHR 8

Saving Throws Str +1 Wis +4 Chr +2

Damage Resistances. bludgeoning, piercing, and slashing from weapons (including magic weapons), cold, force, necrotic, radiant

Damage Immunity.  psychic, poison

Weakness.  acid, fire, lightning

Condition Immunities charmed, fatigued, poisoned

Senses blindsight 120 ft., passive perception 14

Languages all (cannot speak unless inside a vessel), telepathy (with bonded subjects and other Eldritch Oozes) 120 feet.

Challenge 5

Amorphous Shape.  It is a challenge to properly strike this creature while it is not leeching off a victim.  When the Ooze isn’t actively engaged in combat (or in the process of attacking), all attackers have disadvantage against it.  Furthermore, the ooze has advantage against spells and magical effects targeting it.  While the Ooze is engaged in trying to seize a victim, it does not gain this benefit.

Generate Spawn.  After controlling a host for at least 1 month, it can generate 1 spawn.  No more than 2 Eldritch Oozes can take up a host’s body at once.

Leaping Strike.  When the ooze chooses a target within 15 feet of it, it can leap over to the creature as part of its attack action.


Crawling Terror.  Melee Weapon Attack.  +7 to hit, reach 5 ft., one target.  Hit: 6 (1d4+4) psychic damage.  The subject must make a DC 15 Charisma saving throw or be restrained.  Furthermore, the Ooze merges with the subject.  Until ooze is willed out, the only way to damage it is attacking the target it has bonded with.

Seize Control.  Melee Weapon Attack: +6 to hit, targets creature it has crawled into.  Hit: 9 (3d4+3) psychic damage.  The subject must make a DC 10 Charisma saving throw or be Charmed for 1 round.  Any target brought down to 0 by this creature is dominated under its control, becoming an Ooze Slave.  If the Eldritch Ooze is killed while inside of the Slave, they are freed from control and the Ooze dissolves into nothingness.

Besides nasty damage, this can also lead to being possessed (dominated) by the Ooze.  If the creature drops to 0 HP while dominated, they must do a Charisma saving throw or become an Ooze Slave.
Monster Template – Eldritch Ooze Slave

Any creature that becomes taken over by an Eldritch Ooze has become an Ooze Slave.  These creatures look mostly indistinguishable from their old selves, save for a black inky film across their eyelids.  Their new master aids them in diverting suspicion from them.  In return, their master directs them into densely populated areas to ensure the Eldritch Ooze can spread its terror

Any living creature is capable of becoming an Ooze Slave.  When a creature becomes an Ooze Slave, it retains all its statistics except as noted below.

Senses.  The Ooze Slave gains blindsight with a radius of 60 feet.

Languages.  The Ooze Slave gains telepathy out 60 feet.  However, it can only communicate with other Eldritch Oozes and Ooze Slaves.

Resistances.  The Ooze Slave gains a resistance to poison and psychic damage.

Mundane Bluff.  The Ooze Slave gains advantage on all deception checks and checks with a disguise kit to blend into its surroundings.

Sturdy Grip.  While the Ooze Slave’s strength isn’t particularly enhanced, their ability to restrain others has been with the help of black ichor like tendrils shooting out of the creature.  Ooze Slaves have advantage on checks to grapple or restrain a target.

Retainer.  At least 1 Eldritch Ooze is inside the Ooze Slave, unless it leaves.

Jump Away.  An Eldritch Ooze can leave an Ooze Slave at any time, leaving them unconscious and dying.  The Ooze can also deploy any spawn without risk of knocking out or killing its host.  In the case of a grappled victim, it can attempt an Acrobatics check to jump to a new victim.  If there are no more Eldritch Oozes within the Ooze Slave, they effectively lose all abilities from this template.

Eldritch Ooze Slave Cult Fanatic

This is a cult fanatic whose worship of this alien creature has lead to them becoming a vessel for its dark power.  This creature is an example of the Eldritch Ooze Slave template.

Ooze Slave Cult Fanatic

Medium humanoid (any race), lawful evil

Armor Class 13 (leather armor)

Hit Points 45 (8d8 + 8)

Speed 30ft.

STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 13 (+1) CHA 14 (+2)

Skills Deception +4, Persuasion +4, Religion +2

Senses blindsight 60 ft. passive Perception 10

Languages Common, Telepathy 60 ft.

Challenge 3 (450 XP)

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Sturdy Grip. The fanatic has advantage on checks to grab foes.
Mundane Bluff. The fanatic has advantage on deception checks and use of disguise kit to hide the Eldritch Ooze.

Retainer.  The fanatic has at least 1 Eldritch Ooze controlling them in order to be considered an Ooze Slave.

Jump Away. An Eldritch Ooze can spawn in a fanatic’s place, knocking the fanatic unconscious. Alternatively, a spawn can spawn next to the fanatic without the fanatic falling unconscious. The Ooze can ready an attack before the fanatic releases it.

Spellcasting. The fanatic is a 4th-level spellcaster. Its

spell casting ability is Wisdom (spell save DC 11, +3 to hit

with spell attacks). The fanatic has the following cleric

spells prepared:

Cantrips (at will) : light, sacred flame, thaumaturgy

1st level (4 slots): command, inflict wounds, shield of faith

2nd level (3 slots): hold person, spiritual weapon


Multiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +5 to

hit, reach 5 ft. or range 20/60 ft., one creature.

Hit: 4 (1d4 + 2) piercing damage.

Created by Doctor Necrotic for Doctor Necrotic Media.  Original idea from The X-Files, a property of 20th Century Media/Fox Entertainment.


One thought on “Eldritch Ooze – A Parasitic Evil for D&D 5th Edition

  1. Pingback: Expedition to Barrier Peaks – D&D 5th Edition Conversion (PART 4) – Pre-Existing Monsters and Custom Stuff | Daemons & Deathrays

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