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Eldritch Permutations
6
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Eldritch Permutations Flesh Ooze
Medium Ooze, Varies
Roll Effect
The Casters Skin coats in a strange, slimy substance. Armor Class 10
65-
The Caster gains resistance to fire, but vulnerability Hit Points 80(10d10 +20)
66
to cold damage. This effect lasts 1 day. Speed 20 ft, Climb 20ft
A Twisted, warped version of the Target pulls free of
67- the skin, creating a duplicate. This Duplicate has the STR DEX CON INT WIS CHA
68 exact same skills as the original character. The
Duplicate is automatically hostile to its true self. 16 (+3) 6 (-2) 16 (+3) 7 (-2) 6 (-2) 7 (-2)
The Caster is bombarded with whispers from
69- Condition Immunities blinded, charmed, deafened,
otherworldly sources. The Caster is stunned for 1d4
70 exhaustion, frightened, prone
turns.
Damage Resistances acid, cold, lightning, slashing
The Caster suddenly loses an enormous amount of Senses passive Perception 16
weight. Roll 4d10. The Caster loses that many Challenge 4 (9803 XP)
71-
pounds in weight. You gain 1 level of exhaustion and
72
suffer disadvantage on Constitution checks and ***Amorphous *** The Flesh Oooze can move
saving throws. through a space as narrow as 1 inch wide without
A second hand grows out of the Targets wrist. This squeezing. (These stats are for a Humanoid Flesh
73- Ooze)
hand is not capable of using weapons any items or
74
weapons. The hand falls off after 1 day.
Actions
75- Strange glistening scales grow over the Targets body.
76 The Target gains +1 to AC. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage
77- Roll 1D4, 1-2 one of your arms is destroyed. 3-4 one plus 18 (4d8) acid damage. In addition, non magical
78 of your legs is destroyed. armor worn by the target is partly dissolved and
79- The target's body becomes covered in lesions and takes a permanent and cumulative -1 penalty to the
80 gashes, they don't heal. AC it offers. The armor is destroyed if the penalty
reduces its ACto 10.
81- The Caster's skin begins to change and alter, shifting
82 in odd patterns for 1 day.
The targets fingers turn into strange serpentine like
83- creatures and fall off. Treat the creatures as
84 poisonous snakes. The Target's fingers grow back
after 1 day.
85- The Caster's feet shift, turning into Hooves. The
86 Caster can no longer wear boots.
87- The Target's Soul is split from their body. Use the
88 Statistics for a Zombie and a Poltergeist.
The Caster's body becomes partially transluscent.
89-
The Caster has advantage on Stealth Checks. This
90
lasts for 1 day.
The target becomes violently ill, vomiting up a
91-
swarm of violent insects. The Target can direct the
92
swarm of insects as a bonus action.
One of your eyes explodes and is destroyed utterly.
93-
You have disadvantage on perception checks with
94
sight.
95- The Caster's eyes glow a sickly green color. This light
96 shines out to 15 feet. This effect fades after 1 day.
97- The Caster's hands shift, and now close backwards.
98 This effect is permanent.
99 The Caster is drug violently to the Shallow Halls
100 The target is immediately pulled into Carcossa