The dreadful Flesh Jelly, one of the most terrifying oozes out there. Come follow me on Ko-Fi, where I am converting the entire Monster Manual II to D&D 5e, one page at a time: https://ko-fi.com/thirdtofifth

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The dreadful Flesh Jelly, one of the most terrifying oozes out there. Come follow me on Ko-Fi, where I am converting the entire Monster Manual II to D&D 5e, one page at a time: https://ko-fi.com/thirdtofifth
Lesser Spawn of Juiblex Large ooze, chaotic evil Armor Class 12 (natural armor) Hit Points 123 (13d10 + 52) Speed 40 ft., climb 30 ft. Str 20, Dex 12, Con 19, Int 4, Wis 13, Cha 10 Saving Throws Con +7, Wis +4 Damage Immunities acid, poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses blindsight 60 ft. passive Perception 11 Languages Aquan Challenge 6 (2300 XP) Amorphous. The spawn of Juiblex can move through a space as narrow as 1 inch wide without squeezing. Sludge Form. The spawn of Juiblex ignores the effects of difficult terrain. When it moves, it can enter other creatures' spaces. A creature whose space it enters for the first time in a turn must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of the creature's next turn. Actions Multiattack. The spawn of Juiblex makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage and the target must succeed on a DC 15 Dexterity saving throw or be coated in slime. A creature that is coated in slime takes 4 (1d8) acid damage at the start of each of its turns. On its turn, the spawn of Juiblex can make one or both of its slam attacks as if it were in the space of a creature coated in slime. A creature coated in slime can remove the slime from itself by using an action on its turn to make a DC 15 Dexterity saving throw. If a creature coated in slime is dealt 10 or more cold or fire damage, the slime is destroyed and the effect ends for that creature.
Greater Spawn of Juiblex Huge ooze, chaotic evil Armor Class 12 (natural armor) Hit Points 172 (15d12 + 75) Speed 40 ft., climb 30 ft. Str 23, Dex 10, Con 21, Int 6, Wis 15, Cha 10 Saving Throws Con +9, Wis +6 Damage Immunities acid, poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses blindsight 60 ft. passive Perception 12 Languages Aquan Challenge 10 (5900 XP) Amorphous. The spawn of Juiblex can move through a space as narrow as 1 inch wide without squeezing. Horrific Presence. Whenever a creature starts its turn within 5 feet of the spawn of Juiblex, it must make a DC 17 Wisdom saving throw. On a success, the creature becomes immune to the Horrifying Presence of all spawn of Juiblex for 24 hours. On a failed save, the creature becomes frightened until it moves at least 10 feet away from the spawn of Juiblex. Sludge Form. The spawn of Juiblex ignores the effects of difficult terrain. When it moves, it can enter other creatures' spaces. A creature whose space it enters for the first time in a turn must succeed on a DC 17 Constitution saving throw or take 10 (3d6) poison damage and be poisoned until the end of the creature's next turn. Actions Multiattack. The spawn of Juiblex makes two melee attacks or two ranged attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage and the target must succeed on a DC 17 Dexterity saving throw or be coated in slime. A creature that is coated in slime takes 9 (2d8) acid damage at the start of each of its turns. On its turn, the spawn of Juiblex can make one or both of its slam attacks as if it were in the space of a creature coated in slime. A creature coated in slime can remove the slime from itself by using an action on its turn to make a DC 17 Dexterity saving throw. If a creature coated in slime is dealt 10 or more cold or fire damage, the slime is destroyed and the effect ends for that creature. Sludge Orb. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 17 (5d6) acid damage.
Elder Spawn of Juiblex Gargantuan ooze, chaotic evil Armor Class 13 (natural armor) Hit Points 214 (13d20 + 78) Speed 40 ft., climb 30 ft. Str 26, Dex 8, Con 23, Int 8, Wis 15, Cha 12 Saving Throws Con +11, Wis +7 Damage Immunities acid, poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses blindsight 60 ft. passive Perception 12 Languages Aquan Challenge 14 (11500 XP) Amorphous. The spawn of Juiblex can move through a space as narrow as 1 inch wide without squeezing. Horrific Presence. Whenever a creature starts its turn within 5 feet of the spawn of Juiblex, it must make a DC 19 Wisdom saving throw. On a success, the creature becomes immune to the Horrifying Presence of all spawn of Juiblex for 24 hours. On a failed save, the creature becomes frightened until it moves at least 10 feet away from the spawn of Juiblex. Sludge Form. The spawn of Juiblex ignores the effects of difficult terrain. When it moves, it can enter other creatures' spaces. A creature whose space it enters for the first time in a turn must make a DC 19 Constitution saving throw. On a failed save, the creature takes 21 (6d6) poison damage, is poisoned until the end of the its next turn, and must succeed on a DC 21 Strength saving throw or be knocked prone. Actions Multiattack. The spawn of Juiblex makes two melee attacks or two ranged attacks. Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (4d8+8) bludgeoning damage and the target must succeed on a DC 19 Dexterity saving throw or be coated in slime. A creature that is coated in slime takes 13 (3d8) acid damage at the start of each of its turns. On its turn, the spawn of Juiblex can make one or both of its slam attacks as if it were in the space of a creature coated in slime. A creature coated in slime can remove the slime from itself by using an action on its turn to make a DC 19 Dexterity saving throw. If a creature coated in slime is dealt 10 or more cold or fire damage, the slime is destroyed and the effect ends for that creature. Sludge Orb. Ranged Weapon Attack: +13 to hit, range 30/90 ft., one target. Hit: 21 (6d6) acid damage.
The spawn of Juiblex are disgusting slime creatures who serve the Faceless Lord in a variety of capacities. Sometimes they are gifted as companions and soldiers to his most faithful thralls, other times they are sent as assassins, or simply lurk forgotten in particularly-tainted ruins. Wherever they go, they leave a path of destruction, as they consume and corrupt everything in their path, growing and bloating until they split into new spawns, or grow greater and more powerful. Lesser spawn of Juiblex are around 10 feet in diameter and weigh one-and-a-half tons. Greater spawn are around 20 feet in diameter and weigh ten tons. Elder spawn are around 40 feet in diameter and weigh almost sixty tons.
Originally from the Monster Manual V
Snowflake Ooze Medium ooze, unaligned Armor Class 5 Hit Points 112 (15d8 + 45) Speed 15 ft., climb 5 ft. Str 16, Dex 1, Con 16, Int 1, Wis 6, Cha 1 Damage Immunities cold Damage Resistances piercing Damage Vulnerabilities fire Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained Senses blindsight 60 ft. passive Perception 8 Languages - Challenge 5 (1800 XP) Amorphous. The snowflake ooze can move through a space as narrow as 1 inch wide without squeezing. Cold Aura. Whenever a creature starts its turn within 5 feet of the snowflake ooze, that creature takes 3 (1d6) cold damage. Snow Camouflage. While the snowflake ooze remains motionless, it is indistinguishable from a normal patch of snow. Actions Multiattack. The snowflake ooze uses its Icy Embrace. It then makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage and 3 (1d6) cold damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and is pulled into the snowflake ooze's space. Icy Embrace. Each creature grappled by the snowflake ooze must succeed on a DC 14 Constitution saving throw or take 10 (3d6) cold damage.
These oozes live in the most frigid wastes, lurking dormant until they detect the presence of warm-blooded creatures. Most commonly found in ice caves or even the open tundra, they seek to freeze any interlopers to their own temperature and feed off of their remains. Snowflake oozes are around 10 feet wide and weigh about 250 pounds.
Originally from the Monster Manual III
Corrupture Huge ooze, unaligned Armor Class 6 Hit Points 275 (22d12 + 132) Speed 20 ft., climb 20 ft., swim 20 ft. Str 23, Dex 3, Con 23, Int 1, Wis 7, Cha 1 Damage Immunities acid Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses passive Perception 8 Languages - Challenge 9 (5000 XP) Amorphous. The corrupture can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form. A creature that touches the corrupture or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage. The corrupture can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Magic Resistance. The corrupture has advantage on saving throws against spells and other magical effects. Actions Multiattack. The corrupture can use Corrosive Burst if able. It then makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage plus 7 (2d6) acid damage. Corrosive Burst (Recharge 6). The corrupture's body blasts acid in all directions. Each creature within 20 feet of the corrupture must make a DC 17 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.
Corruptures are disgusting, bloated sacks of flesh soaked in acid. Born from corruption of nature, they lurch and slither through dungeons hungering for meat, and slowly dissolving their surroundings. Corruptures are around 15 feet in diameter, weigh around 6,000 pounds, and range in color from tan to pink to red. Boils constantly swell on the surface of their skin, forming and popping within seconds. Sometimes, when aggravated, the corrupture pops many of these boils at once, blasting acid in all directions in a corrosive burst to burn its foes. Corruptures do not mate; they merely grow larger, gorging themselves on flesh until they are too large to move, at which point they slowly starve to death.
Originally from the Monster Manual IV. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
Graveyard Sludge Large ooze, unaligned Armor Class 14 (natural armor) Hit Points 126 (12d10 + 60) Speed 30 ft. Str 18, Dex 12, Con 20, Int 1, Wis 1, Cha 1 Damage Immunities acid Condition Immunities blinded, charmed, frightened, paralyzed, petrified, prone Senses passive Perception 5 Languages - Challenge 4 (1100 XP)
Oozespawned Zombies. Whenever a creature dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later, at the start of the graveyard sludge’s next turn. A zombie raised by a graveyard sludge deals an extra 3 (1d6) acid damage with its slam attack.
Actions Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage and 7 (2d6) acid damage. Spirit Resurgence (1/day). Each creature adjacent to the graveyard sludge must succeed on a DC 15 Wisdom saving throw or be frightened for 5 rounds. A frightened creature may reattempt its saving throw as an action each round, ending the effect on a success. Vigor Of The Dead. As a bonus action, the graveyard sludge chooses one undead creature adjacent to it. That creature has advantage on attack rolls and saving throws until the start of the graveyard sludge’s next turn.
Found in places thick with rot and defiled corpses, a graveyard sludge is composed of a greenish translucent slime, within which the bones of victims it has absorbed can be seen. With no real intellect to speak of, they attack mindlessly. These creatures form spontaneously in areas where negative energy is concentrated, feeding off of the residual spiritual energy that sustains them.
Originally from the Monster Manual V. If you have a favorite monster from D&D 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
Blood Amniote Large ooze, unaligned Armor Class 15 Hit Points 95 (10d10 + 40) Speed 30 ft., climb 20 ft. Str 19, Dex 20, Con 18, Int 1, Wis 5, Cha 1 Damage Immunities necrotic Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses darkvision 60 ft. passive Perception 7 Languages - Challenge 6 (2300 XP) Blood Call. A blood amniote's slam causes living creatures to bleed through their skin pores. The blood amniote absorbs this blood into its own form, increasing its hit point total by the amount of necrotic damage it deals with this ability. Self-Spawn. If a blood amniote's hit point total reaches double its original hit point total, it splits into two blood amniotes, each with the blood amniote's original maximum hit points. A blood amniote can self-spawn as a bonus action, but the second blood amniote may not act until the next round. -- Actions -- Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) bludgeoning damage) bludgeoning damage plus 10 (3d6) necrotic damage
A blood amniote is a huge, amoeba-like clump of congealed blood that swarms through areas infested with undead, drawing blood from new victims to swell its horrid form. Though mindless, vestiges of its victims linger inside of it, occasionally coming to the surface in the form of screaming faces that last for a few seconds before dissolving into formlessness yet again.