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Gel

Tiny ooze, any
Armor Class 13
Hit Points 5 2d4
Speed 30ft

STR
10 0
DEX
11 0
CON
11 0
INT
1 -5
WIS
8 -1
CHA
6 -2

Damage Resistances Acid, bludgeoning.
Languages --


Amorphous. The gel can move through a space as narrow as 1 inch wide without squeezing Damage Transfer.When it is clinging to another creature, the gel takes only half the damage dealt to it (rounded down), and the affected creature takes the other half. The affected creature can attack the gel without damaging itself. Exploitative. The gel has advantage on attack rolls against acreature that has its speed reduced. Zol Fusion. Two gels that complete a short rest together can fuse into one zol with full hit points. Chu Nature. The gel does not require air or sleep.


Actions

Cling. Melee weapon attack: +2 to hit, reach 0 ft, one target. Hit: 1 acid damage. If the target is a creature, the gel "clings" and becomes physically attached to the target, and the gel's speed becomes 0 feet while clung; it occupies the target's space and moves with it. While the gel is clung to the target, the target's attack rolls have disadvantage against the gel, and the target's speed is halved. Multiple clung gels can further halve the target's speed (reducing it to one quarter, one eighth, and so on), but cannot reduce the target's speed below 5 feet. The gel can no longer cling if it is reduced to 0 hit points, or moves away from the target. Any number of clung creatures are removed if the target creature takes an action to remove them.


 

More akin to pests than monsters, gels are palm-sized blobs of sticky slime that "attack" by latching onto their prey like slugs and squirming wildly. Their squirming and stickiness hamper the prey's ability to move and resist, which make them easier targets for nearby zols or other monsters. Gels usually have a symbiotic relationship with zols, and can in fact become zols if two gels take the time to fuse into one creature.


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