For the 2014 D&D 5E by Roll20 sheet. In a game whose creator has Pro, install ChatSetAttr and TokenMod. Create a blank NPC character, place a token, set its Represents Character to that character, and select only that token. Paste each command into chat one at a time, in order.
ChatSetAttr fills the sheet, including accessible spells and supported structured spell rolls; TokenMod sets the token name, size, bars and darkvision. Upload token art to Roll20 and choose it manually. Check unlinked spells, other senses, advanced lighting and unsupported spell/action automation by hand. Re-running creates duplicate rows.
!setattr --sel --repeating_npctrait_-CREATE_name|Ooze Cube --repeating_npctrait_-CREATE_description|The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
!setattr --sel --repeating_npctrait_-CREATE_name|Transparent --repeating_npctrait_-CREATE_description|Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
!setattr --sel --repeating_npcaction_-CREATE_name|Pseudopod --repeating_npcaction_-CREATE_description|Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.
!setattr --sel --repeating_npcaction_-CREATE_name|Engulf --repeating_npcaction_-CREATE_description|The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
blindsight 60 ft. (blind beyond this radius), passive perception 8
Challenge
2 (450 XP)
Traits
Ooze Cube.
The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
Creatures inside the cube can be seen but have total cover.
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes .
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
Transparent.
Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
Actions
Melee Weapon Attack: to hit, reach 5 ft., one creature. Hit: .
The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the cube enters the creature's space, and the creature takes and is engulfed. The engulfed creature can't breathe, is restrained, and takes at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Monster Weaknesses
adds
Weaknesses
to this creature.
View
Monster Loot: Monster Manual
adds
Loot
to this creature.
View
Home-Field Advantage
adds
Lair Actions
to this creature.
View
Legendary Bestiary
adds
Legendary Actions
to this creature.
View
Monster Loot: Waterdeep: Dungeon of the Mad Mage
adds
Loot
to this creature.
View
Monster Loot: Ghosts of Saltmarsh
adds
Loot
to this creature.
View
Monster Loot: Icewind Dale: Rime of the Frostmaiden
adds
Loot
to this creature.
View
Monster Loot: Out of the Abyss
adds
Loot
to this creature.
View
Monster Loot: Tales from the Yawning Portal
adds
Loot
to this creature.
View
Official miniatures
Pre-painted minis of this creature, catalogued from minisgallery.com.
Search by name, or choose a recently opened entry.
Add to…
esc
Full-text search — matches in entries, pages, notes and your uploaded documents. Filter with @ and #; start with ! to search everything you can access.
Type to search the full text of everything you can access, including uploaded documents.
Discussion
Log in to join the discussion.
No comments yet. Start the discussion.