Crimson Sphere Ooze CR: 5
Medium ooze, unaligned
Armor Class: 9
Hit Points: 75 (10d8 + 30)
Speed:
30 30 ft
Skills: Acidic Residue: The ooze leaves behind a trail of acidic residue when it moves. Any creature that starts its turn or enters the area must make a Dexterity saving throw (DC 15) or take 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.
Amorphous Form: The Crimson Sphere Ooze can squeeze through tight spaces and has advantage on Dexterity saving throws against effects that would restrain or grapple it.
Damage Resistances: Acid
Condition Immunities: Blinded, Charmed, Deafened, Frightened
Senses: Blindsight 30 ft. , Passive Perception 8
Languages: None
Challenge Rating: 5
( 1800 XP)
Proficiency Bonus: +3
Actions
Rolling Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) acid damage.
Bonus Actions
Rolling Charge: As a bonus action, the Crimson Sphere Ooze can roll in a straight line up to its movement speed. Any creature in its path must make a Dexterity saving throw (DC 15) or take 10 (3d6) bludgeoning damage plus 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.
Usual Tactics
The Crimson Sphere Ooze is a mobile and aggressive predator. It uses its Rolling Charge ability to quickly close the distance with its prey, inflicting damage with both its rolling impact and the acidic residue it leaves behind. Its amorphous form allows it to navigate terrain and obstacles with ease, making it a challenging foe to evade.
The Crimson Sphere Ooze appears as a smooth, red orb about three feet in diameter. It crawls along the floor with pseudopods or can roll at incredible speeds, leaving a trail of acidic residue in its wake.