Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 10 Athletics check, and the creature making the attempt takes 5 (2d4) acid damage.
Transparent. It takes a successful DC 15 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Pseudopod. Melee Weapon: +2 to hit, reach 5ft.
Hit. 3 (1d4) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 10 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 10 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 3 (1d4) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 5 (2d4) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 10 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 11 Athletics check, and the creature making the attempt takes 5 (2d4) acid damage.
Transparent. It takes a successful DC 15 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Pseudopod. Melee Weapon: +3 to hit, reach 5ft.
Hit. 5 (2d4) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 11 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 11 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 5 (2d4) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 10 (4d4) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 11 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 11 Athletics check, and the creature making the attempt takes 5 (2d4) acid damage.
Transparent. It takes a successful DC 16 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Pseudopod. Melee Weapon: +3 to hit, reach 5ft.
Hit. 8 (3d4) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 11 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 11 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 8 (3d4) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 15 (6d4) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 11 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Athletics check, and the creature making the attempt takes 11 (3d6) acid damage.
Transparent. It takes a successful DC 17 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
2x Pseudopod Multiattack. Melee Weapon: +4 to hit, reach 5ft.
Hit. 4 (1d6) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 12 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 4 (1d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 7 (2d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 12 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 13 Athletics check, and the creature making the attempt takes 11 (3d6) acid damage.
Transparent. It takes a successful DC 16 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Pseudopod. Melee Weapon: +5 to hit, reach 5ft.
Hit. 11 (3d6) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 13 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 13 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 11 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 13 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 13 Athletics check, and the creature making the attempt takes 11 (3d6) acid damage.
Transparent. It takes a successful DC 17 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Pseudopod. Melee Weapon: +5 to hit, reach 5ft.
Hit. 14 (4d6) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 13 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 13 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 14 (4d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 28 (8d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 13 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 13 Athletics check, and the creature making the attempt takes 11 (3d6) acid damage.
Transparent. It takes a successful DC 17 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 17 Sleight of Hand or Athletics check.
3x Pseudopod Multiattack. Melee Weapon: +5 to hit, reach 5ft.
Hit. 4 (1d6) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 13 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 13 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 4 (1d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 7 (2d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 13 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 17 CON Save or become poisoned by one of the effects for every 7 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 17 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 15 Athletics check, and the creature making the attempt takes 14 (4d6) acid damage.
Transparent. It takes a successful DC 18 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
3x Pseudopod Multiattack. Melee Weapon: +7 to hit, reach 10ft.
Hit. 7 (2d6) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 15 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 15 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 7 (2d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 14 (4d6) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 15 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 15 Athletics check, and the creature making the attempt takes 18 (4d8) acid damage.
Transparent. It takes a successful DC 18 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
3x Pseudopod Multiattack. Melee Weapon: +7 to hit, reach 10ft.
Hit. 9 (2d8) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 15 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 15 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 9 (2d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 18 (4d8) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 15 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 16 Athletics check, and the creature making the attempt takes 23 (5d8) acid damage.
Transparent. It takes a successful DC 18 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 18 Sleight of Hand or Athletics check.
3x Pseudopod Multiattack. Melee Weapon: +8 to hit, reach 10ft.
Hit. 9 (2d8) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 16 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 16 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 9 (2d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 18 (4d8) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 16 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 18 CON Save or become poisoned by one of the effects for every 5 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 18 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 15 Athletics check, and the creature making the attempt takes 18 (4d8) acid damage.
Transparent. It takes a successful DC 18 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Dripping Poison If the Cube takes damage, it may use its reaction to poison creatures within 5ft of it.
4x Pseudopod Multiattack. Melee Weapon: +7 to hit, reach 10ft.
Hit. 14 (3d8) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 15 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 15 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 14 (3d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 27 (6d8) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 15 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 18 CON Save or become poisoned by one of the effects for every 6 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 18 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 16 Athletics check, and the creature making the attempt takes 18 (4d8) acid damage.
Transparent. It takes a successful DC 18 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Dripping Poison If the Cube takes damage, it may use its reaction to poison creatures within 5ft of it.
4x Pseudopod Multiattack. Melee Weapon: +8 to hit, reach 10ft.
Hit. 14 (3d8) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 16 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 16 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 14 (3d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 27 (6d8) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 16 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 18 CON Save or become poisoned by one of the effects for every 6 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 18 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 17 Athletics check, and the creature making the attempt takes 23 (5d8) acid damage.
Transparent. It takes a successful DC 19 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
4x Pseudopod Multiattack. Melee Weapon: +9 to hit, reach 10ft.
Hit. 14 (3d8) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 17 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 17 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 14 (3d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 27 (6d8) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 17 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 17 Athletics check, and the creature making the attempt takes 28 (5d10) acid damage.
Transparent. It takes a successful DC 19 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 19 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 11 (2d10) Acid damage at the end of their turn. Half as much with a successful DC 19 CON Save.
3x Pseudopod Multiattack. Melee Weapon: +9 to hit, reach 10ft.
Hit. 11 (2d10) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 17 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 17 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 11 (2d10) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (4d10) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 17 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 19 CON Save or become poisoned by one of the effects for every 5 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 19 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 18 Athletics check, and the creature making the attempt takes 28 (5d10) acid damage.
Transparent. It takes a successful DC 19 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 19 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 11 (2d10) Acid damage at the end of their turn. Half as much with a successful DC 19 CON Save.
4x Pseudopod Multiattack. Melee Weapon: +10 to hit, reach 10ft.
Hit. 11 (2d10) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 18 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 18 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 11 (2d10) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (4d10) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 18 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 19 CON Save or become poisoned by one of the effects for every 5 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 19 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 19 Athletics check, and the creature making the attempt takes 33 (6d10) acid damage.
Transparent. It takes a successful DC 20 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 20 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 11 (2d10) Acid damage at the end of their turn. Half as much with a successful DC 20 CON Save.
3x Pseudopod Multiattack. Melee Weapon: +11 to hit, reach 15ft.
Hit. 11 (2d10) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 19 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 19 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 11 (2d10) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (4d10) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 19 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 20 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 20 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 19 Athletics check, and the creature making the attempt takes 33 (6d10) acid damage.
Transparent. It takes a successful DC 20 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 20 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 17 (3d10) Acid damage at the end of their turn. Half as much with a successful DC 20 CON Save.
3x Pseudopod Multiattack. Melee Weapon: +11 to hit, reach 15ft.
Hit. 17 (3d10) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 19 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 19 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 17 (3d10) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 33 (6d10) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 19 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 20 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 20 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 21 Athletics check, and the creature making the attempt takes 44 (8d10) acid damage.
Transparent. It takes a successful DC 21 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 21 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 17 (3d10) Acid damage at the end of their turn. Half as much with a successful DC 21 CON Save.
3x Pseudopod Multiattack. Melee Weapon: +13 to hit, reach 20ft.
Hit. 17 (3d10) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 21 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 21 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 17 (3d10) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 33 (6d10) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 21 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 21 CON Save or become poisoned by one of the effects for every 2 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 21 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 20 Athletics check, and the creature making the attempt takes 33 (6d10) acid damage.
Transparent. It takes a successful DC 19 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 19 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 17 (3d10) Acid damage at the end of their turn. Half as much with a successful DC 19 CON Save.
4x Pseudopod Multiattack. Melee Weapon: +12 to hit, reach 15ft.
Hit. 17 (3d10) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 20 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 20 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 17 (3d10) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 33 (6d10) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 20 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 19 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 19 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 20 Athletics check, and the creature making the attempt takes 39 (6d12) acid damage.
Transparent. It takes a successful DC 19 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 19 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 20 (3d12) Acid damage at the end of their turn. Half as much with a successful DC 19 CON Save.
4x Pseudopod Multiattack. Melee Weapon: +12 to hit, reach 15ft.
Hit. 20 (3d12) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 20 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 20 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 20 (3d12) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 39 (6d12) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 20 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 19 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 19 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 19 Athletics check, and the creature making the attempt takes 39 (6d12) acid damage.
Transparent. It takes a successful DC 18 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 18 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 20 (3d12) Acid damage at the end of their turn. Half as much with a successful DC 18 CON Save.
3x Pseudopod Multiattack. Melee Weapon: +11 to hit, reach 15ft.
Hit. 20 (3d12) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 19 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 19 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 20 (3d12) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 39 (6d12) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 19 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 18 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 18 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 20 Athletics check, and the creature making the attempt takes 39 (6d12) acid damage.
Transparent. It takes a successful DC 20 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 20 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 20 (3d12) Acid damage at the end of their turn. Half as much with a successful DC 20 CON Save.
3x Pseudopod Multiattack. Melee Weapon: +12 to hit, reach 15ft.
Hit. 20 (3d12) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 20 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 20 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 20 (3d12) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 39 (6d12) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 20 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 20 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 20 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 22 Athletics check, and the creature making the attempt takes 46 (7d12) acid damage.
Transparent. It takes a successful DC 22 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 22 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 20 (3d12) Acid damage at the end of their turn. Half as much with a successful DC 22 CON Save.
3x Pseudopod Multiattack. Melee Weapon: +14 to hit, reach 15ft.
Hit. 20 (3d12) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 22 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 22 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 20 (3d12) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 39 (6d12) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 22 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 22 CON Save or become poisoned by one of the effects for every 3 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 22 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 21 Athletics check, and the creature making the attempt takes 39 (6d12) acid damage.
Transparent. It takes a successful DC 19 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 19 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 26 (4d12) Acid damage at the end of their turn. Half as much with a successful DC 19 CON Save.
4x Pseudopod Multiattack. Melee Weapon: +13 to hit, reach 15ft.
Hit. 26 (4d12) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 21 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 21 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 26 (4d12) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 52 (8d12) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 21 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 19 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 19 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.
Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5ft of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 21 Athletics check, and the creature making the attempt takes 39 (6d12) acid damage.
Transparent. It takes a successful DC 21 Perception check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised.
Sticky Poison. Creatures hit by the cube must continue making CON saves until they remove the sticky poison with a DC 21 Sleight of Hand or Athletics check. If a creature begins it's turn with gel stuck to them, they take 26 (4d12) Acid damage at the end of their turn. Half as much with a successful DC 21 CON Save.
3x Pseudopod Multiattack. Melee Weapon: +13 to hit, reach 15ft.
Hit. 26 (4d12) acid damage, and the creature is pulled within 5ft of the cube if it fails a DC 21 STR Save.
Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 21 DEX Save.
On a successful save, the creature can choose to be pushed 5 ft back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes 26 (4d12) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 52 (8d12) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action
to make a DC 21 Athletics check. On a success, the creature escapes and enters a space of its choice within 5 ft of the cube.
Poison Variant.Creatures touched by the cube must make a DC 21 CON Save or become poisoned by one of the effects for every 4 they are below the required save. Gelationous poison loses its potency 1 minute after being removed with a DC 21 Athletics or Sleight of Hand check. Creatures can repeat their save at the end of each turn until successful.
Green. The creature is knocked prone at the end of every turn.
Purple. The poisoned creature is Blinded. All attacks have disadvantage and all attacks against it have advantage.
Red. The creature is deafened. Disadvantage on Perception and casters must make Arcana checks for Somatic components.
Gold. The poisoned creature is charmed and will use all of it's movement to rejoin the cube.