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Glorp Pirate Deckhand

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Glorp Pirate Deckhand

Medium ooze [glorp], usually unaligned
Armor Class 13
Hit Points 16
Speed 30 ft.

STR 18 (+4)    DEX 19 (+4)    CON 20 (+5)
INT 5 (-3)    WIS 10 (+0)    CHA 12 (+1)

Saving Throws Str +6, Dex +6, Proficiency Bonus +2
Skills Acrobatics +6, Athletics +6
Damage Vulnerabilities Thunder
Condition Immunities Charmed, Exhaustion, Frightened, Prone
Senses Passive Perception 10
Languages Understands common but cannot speak
Challenge 1/2 (100 XP)

Acidic Body. Any creature hostile to the glorp that makes contact with it takes 1 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 either of these spells in this way, it cannot cast another until it finishes a long rest.

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.

Actions

Multiattack. The glorp makes two attacks, choosing between Pseudopod and its’ light crossbow.

Pseudopod. Melee Weapon Attack: +6 to hit, one target. Hit: 1d8+4 bludgeoning damage plus 2d4 Acid damage. The glorp's dominant appendage morphs into the shape of a scimitar.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 1d8+4 piercing damage.