Glorp Pirate Captain
Glorp Pirate Captain
INT 8 (-1) WIS 15 (+2) CHA 13 (+1)
Acidic Body. Any creature hostile to the glorp that makes contact with it takes 2d6 Acid damage.
Gelatinous Form. The glorp can use an action to cast either the Alter Self or Enlarge/Reduce spell on itself only, requiring no concentration and no verbal, somatic, or material components. Once it has cast two of either of these spells in this way, it cannot cast another until it finishes a long rest.
Pack Tactics. The glorp has Advantage on an attack roll against a creature if at least one of the glorp's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Unusual Nature. The glorp does not require air, drink, or sleep.
Gelatinous Vulnerabilities. The glorp is not capable of swimming. If it enters a body of water, it sinks straight to the bottom, and can only traverse it by walking.
Multiattack. The glorp makes four attacks, choosing between Pseudopod and its’ light crossbow.
Pseudopod. Melee Weapon Attack: +8 to hit, one target. Hit: 2d8+7 bludgeoning damage plus 4d4 Acid damage. The glorp's dominant appendage morphs into the shape of a scimitar.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 1d10+6 piercing damage.