Most oozes move so slowly that a canny adventurer can avoid combat with them entirely by simply walking away. Good encounter design, or at least the element of surprise, is required to make many oozes a viable threat to a party. The famous gelatinous cube, for example, is best employed as a surprise (its natural transparency and tendency to conform to the dimensions of a typical dungeon corridor means some adventurers literally walk right into it) or in conjunction with traps (personally, I'm a fan of the ol' gelatinous-cube-at-the-bottom-of-a-pit-trap goof). Oozes are slow bags of acidic hit points - it's a niche they fill well. But sometimes you want to use an ooze outside of their niche. That was the idea behind the bombardier ooze, which can engage adventurers at range by shooting out gobs of acid. The idea for the quicksilver ooze came from a similar place: what if there was an ooze that you couldn't outrun?
|photo by bionerd, via Wikimedia|
The following text in gold is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.