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    Gray Ooze 5e: The Ooze That Eats Your Equipment

    A gray ooze is a CR 1/2 Medium ooze with AC 8 (9 in 2024), 22 hit points, a 10-foot speed and resistance to acid, cold and fire. It isn't hard to kill. It's expensive to kill: in the 2014 rules every nonmagical metal weapon that hits it takes a permanent −1 to damage (Corrode Metal), metal ammunition that hits it is destroyed, and its Pseudopod eats away at metal armor, 1 point of AC per hit. The 2024 rules widen this to every nonmagical weapon (Corrosive Form) and every nonmagical armor (Pseudopod), wood and leather included, but let the Mending spell undo the damage.

    Table of Contents

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    Gray Ooze Stat Block (2014)

    Gray Ooze

    Medium ooze, unaligned

    Armor Class 8
    Hit Points 22 (3d8+9)
    Speed 10 ft., climb 10 ft.
    STR
    12 (+1)
    DEX
    6 (−2)
    CON
    16 (+3)
    INT
    1 (−5)
    WIS
    6 (−2)
    CHA
    2 (−4)
    Skills Stealth +2
    Damage Resistances acid, cold, fire
    Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
    Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
    Languages —
    Challenge 1/2 (XP 100; PB +2)

    Traits

    Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
    Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
    False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

    Actions

    Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    The 2014 corrosion rules, step by step:

    • •Weapons. A nonmagical metal weapon that hits the ooze deals its damage, then takes a permanent, cumulative −1 penalty to damage rolls. When the penalty reaches −5, the weapon is destroyed.
    • •Ammunition. Nonmagical metal ammunition is destroyed after it deals damage.
    • •Armor. A Pseudopod hit on a creature in nonmagical metal armor gives that armor a permanent, cumulative −1 to the AC it offers. The armor is destroyed when the penalty brings its AC down to 10.
    • •Barriers. The ooze eats through 2-inch-thick nonmagical metal in 1 round. A portcullis or an iron door won't hold it.

    Its False Appearance makes it look like an oily pool or wet rock while it stays still, and Amorphous lets it pass through a 1-inch gap without squeezing.

    The Gray Ooze in the 2024 Rules

    Gray Ooze

    Medium Ooze, Unaligned

    Armor Class 9
    Initiative −2 (13)
    Hit Points 22 (3d8 + 9)
    Speed 10 ft., climb 10 ft.
    STR
    12 (+1)save +1
    DEX
    6 (−2)save −2
    CON
    16 (+3)save +3
    INT
    1 (−5)save −5
    WIS
    6 (−2)save −2
    CHA
    2 (−4)save −4
    Skills Stealth +2
    Resistances acid, cold, fire
    Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Prone, Restrained
    Senses Blindsight 60 ft.; Passive Perception 8
    Languages None
    Challenge 1/2 (XP 100; PB +2)

    Traits

    Amorphous. The ooze can move through a space as narrow as 1 inch without expending extra movement to do so.
    Corrosive Form. Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending spell on the weapon. The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round.

    Actions

    Pseudopod. Melee Attack Roll: +3, reach 5 ft. Hit: 10 (2d8 + 1) Acid damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.
    20142024
    AC89
    Pseudopod4 (1d6 + 1) bludgeoning + 7 (2d6) acid10 (2d8 + 1) acid
    Weapon damageMetal weapons only, −1 to damageAny nonmagical weapon, −1 to attack rolls
    Armor damageMetal armor onlyAny nonmagical armor
    RepairPermanentMending removes the penalty
    Eats through2 inches of metal2 inches of metal or wood
    Condition immunities6Adds Grappled and Restrained
    False AppearanceYesRemoved

    The 2024 change cuts both ways. A druid's wooden quarterstaff and a ranger's leather armor are no longer safe, but a cleric with Mending can fix the whole party's gear after the fight. The 2024 block prints its Initiative as "−2 (13)". An initiative score is normally 10 plus the modifier, which gives 8 for Dexterity 6, so the 13 looks like a misprint; the −2 modifier is what you roll with.

    How Gray Oozes Fight

    Wait to be stepped on. With a 10-foot speed, a gray ooze can't chase anyone. Its game is ambush: a puddle in a sewer, a slick patch on a cave wall (it climbs at 10 feet), a pool under a dripping ceiling. In 2014, False Appearance hides it completely. In 2024, use its Stealth +2 and dim light.

    Hit the best-armored character. Against AC 16, its +3 Pseudopod hits on a 13 or better, 40% of the time. Each hit takes a point off that armor. Chain mail (AC 16) is destroyed after six hits. In a long fight with three oozes, the fighter walks out in worse armor.

    Damage is modest. The 2014 Pseudopod averages 11 per hit, about 4.4 a round against AC 16. The 2024 version averages 10, about 4.0. One average hit drops most level 1 wizards.

    Let the party ruin its own weapons. Every hit a fighter lands with a nonmagical sword costs the sword a point. A 2014 longsword that hits three times has −3 to damage for the rest of its life.

    How Many Gray Oozes for Your Party?

    A gray ooze is worth 100 XP. The 2014 Dungeon Master's Guide guidelines are in our encounter calculator.

    PartyEncounterXP2024 budget2014 guidelines
    4 level 1 characters1 gray ooze100LowEasy
    4 level 1 characters2 gray oozes200LowHard
    4 level 2 characters3 gray oozes300LowHard
    4 level 3 characters1 gelatinous cube + 1 gray ooze550LowMedium
    4 level 3 characters1 ochre jelly + 2 gray oozes650ModerateHard

    The XP doesn't count the gear damage. A gray ooze is a resource tax as much as a fight, so give the party a way to learn what it does, like a pile of pitted, ruined swords nearby.

    The ooze family. The black pudding (CR 4) is the big version: its own Corrosive Form eats weapons and armor, and it splits when hit by slashing or lightning. The ochre jelly (CR 2) splits too but doesn't corrode. The gelatinous cube (CR 2) engulfs instead. The rust monster (CR 1/2) is the gray ooze's opposite: armored, fast and hungry for metal.

    How Players Beat Gray Oozes

    • •Don't use metal weapons (2014). Wooden clubs, quarterstaffs, unarmed strikes and magic weapons are safe. In 2024 only magic weapons and unarmed strikes are.
    • •Use spells. Magic Missile, Thunderwave, Shatter, Guiding Bolt and Eldritch Blast all deal full damage. Acid, cold and fire are halved.
    • •AC 8 means everything hits. A +5 attacker hits on a 3 or better, 90% of the time. A Guiding Bolt at +5 averages 14 on a hit, so two of them kill an ooze.
    • •Count your ammunition. In 2014 only nonmagical metal ammunition is destroyed, so sling stones survive. DM ruling, not rules text: arrows and bolts usually have metal heads, so decide before the fight whether they count. In 2024 every nonmagical piece of ammunition that hits is destroyed.
    • •Walk away. A 10-foot speed means the party can leave and come back with a plan.
    • •Mend afterward (2024). One casting of Mending removes the penalty from one weapon or one suit of armor.

    Gray Ooze Encounter Ideas

    The armory sump. An abandoned fort's armory is half-flooded. Two gray oozes sit in the black water among rusted spears. The weapons the party came to salvage are all useless now. One locked chest of magic weapons survived, and an ooze is sitting on it.

    The drain thief. Someone in town is leaving coins in a sewer grate. A gray ooze below is eating the metal, and the town's sewer gate is gone. The guards want to know what ate an iron gate.

    Trial by acid. A dwarf smith tests new blades by plunging them into a gray ooze kept in a stone tank. The ooze escaped through a drain overnight. Getting it back alive is the job.

    Frequently Asked Questions

    What CR is a gray ooze?

    A gray ooze is CR 1/2 (100 XP) in both editions. It has 22 hit points, with AC 8 in the 2014 rules and AC 9 in the 2024 rules.

    Does a gray ooze destroy weapons?

    In the 2014 rules, a nonmagical metal weapon that hits it takes a permanent, cumulative −1 penalty to damage and is destroyed at −5. In the 2024 rules, any nonmagical weapon takes a −1 penalty to attack rolls after damaging it, is destroyed at −5, and can be repaired with Mending.

    Can a gray ooze damage armor?

    Yes. Its Pseudopod gives the target's nonmagical armor a −1 penalty to the AC it offers, metal armor only in 2014 and any nonmagical armor in 2024. The armor is destroyed when its AC drops to 10.

    What is a gray ooze resistant to?

    Acid, cold and fire damage. It is immune to the Blinded, Charmed, Deafened, Exhaustion, Frightened and Prone conditions, and in 2024 also Grappled and Restrained.


    Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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