Ooze Powers (6)

Explore a collection of Ooze Powers: flavorful, ready-to-use monster abilities perfect for adding depth, danger, and thematic flair to your next encounter. These handcrafted powers are designed to fit monsters of any level and are fully compatible with 5E. Use them to customize creatures, surprise your players, and bring your world to life. Foe Foundry uses these Powers to procedurally generate monsters that are both flavorful and mechanically sharp. Powers are selected based on theme, role, and CR to ensure every creature feels distinct and balanced. Whether you're building a custom boss or filling out an encounter, Powers are the core of what makes Foe Foundry monsters unforgettable.

Browse all powers by theme

Engulf in Slime

Actions

Engulf in Slime. The gelatinous cube moves up to its speed. While doing so, it can enter Medium or smaller creatures' spaces. Whenever the gelatinous cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a failure, the creature is Swallowed. A swallowed creature is Blinded, Restrained, and has total cover against attacks and effects from the outside. It takes 10 (3d6) ongoing acid damage at the start of each of its turns. If the swallowing creature takes 10 damage or more on a single turn from a creature inside it, it must make a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures which fall Prone in a space within 10 feet of it. If the swallowing creature dies, the swallowed creature is no longer restrained by it and can escape by using 15 feet of movement, exiting prone.


Leeching Grasp

Actions

Leeching Grasp. One Medium or smaller creature that the gelatinous cube can see within 5 feet of it must succeed on a DC 12 Dexterity saving throw or be Grappled (escape DC 12). Until this grapple ends, the target is Bleeding [7 (2d6) necrotic]. A bleeding creature suffers 7 (2d6) ongoing necrotic damage at the end of each of its turns. A creature may use an action to attempt a DC 10 Medicine check to end the condition. The condition also ends if the creature receives any magical healing.. While grappling the target, the gelatinous cube takes only half of any damage dealt to it (rounded down), and the target takes the other half.


Quicksand

Actions

Quicksand (3/day). The gelatinous cube creates a 10-foot square of quicksand centered on a point within 60 feet of it. The quicksand lasts for 1 minute. Any creature that enters the quicksand or starts its turn there must succeed on a DC 12 Strength saving throw or be Grappled (escape DC 12). While grappled in this way, the creature is Restrained.

Bonus Actions

Quagmire Step. The gelatinous cube disappears into the ground and reappears at a quicksand location within 120 feet.


Slime Spray

Actions

Slime Spray (Recharge 6). The gelatinous cube sprays slimy goo in a 30-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw. On a failure, the creature takes 17 (5d6) acid damage and is Grappled (escape DC 10). On a success, the creature takes half as much damage instead.


Split

Reactions

Split. Whenever the gelatinous cube takes lightning or slashing damage and it is Medium or larger, it splits in two if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze's, rounding down. New oozes are one size smaller than the original ooze.


Transparent

Traits

Transparent. Even when the gelatinous cube is in plain sight, it takes a successful DC 15 Perception check to spot the gelatinous cube if it has neither moved nor attacked. A creature that tries to enter the gelatinous cube's space is surprised by the gelatinous cube.