{"name":"Doppelixir","challenge_rating":"1","xp":"200","types":"Ooze","pb":"+2","size":"Tiny","sizer":"NONE","languages":"","alignment":"Unaligned","description":"[h4]When the flask of purple liquid is moved, the liquid froths and spins, then a hand forms and shoots out from the flask.[\/h4]\r\n\r\nThe alchemist Nurb Nissikad sought to produce a universal potion, which allowed the imbiber to choose the potion\u2019s effects. To that end, he fed blood from a mimic mixed with magical liquids to a blood ooze (see Creature Codex). Unfortunately, the creation turned on its creator, escaped into the sewer adjacent to the alchemist\u2019s laboratory, and eventually duplicated and spread.\r\n[h4]Magical Liquid Imitator[\/h4]\r\nAn incomplete experiment, doppelixirs can\u2019t become just any magical fluid, but their creation allows them to mimic simple alchemical formulas. They use this while hiding in transparent containers to lure prey. If a curious creature moves nearby but doesn\u2019t interact with the ooze\u2019s container, the doppelixir changes its composition to imitate another liquid to encourage investigation. It also emits a low\u2011level telepathic urge to coax the creature into drinking it. Careful collection of its remains allows someone to use the remains as the liquid it imitates.\r\n[h4]Blood Hunter[\/h4]\r\nDoppelixirs consumes blood and gain no sustenance from undead or constructs, ignoring such creatures. If a construct or undead attempts to consume the doppelixir, it scuttles away and clings to a nearby ceiling.","suggested_environments":"","armor_class":"13","hit_points":"45[roll:10d4+20]","strength":"11","dexterity":"17","constitution":"14","intelligence":"3","wisdom":"12","charisma":"7","base_movement_units":"","base_movement_in_ft":"20","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"20","climb_movement_in_ft":"20","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 11","skills":"","saving_throws":"","damage_vulnerabilities":"","damage_resistances":"acid, fire, necrotic, slashing","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[h4]Amorphous[\/h4]\r\nThe doppelixir can move through a space as narrow as\u00a01 inch wide without squeezing.\r\n[h4]False Appearance[\/h4]\r\nWhile the doppelixir remains motionless, it is\u00a0indistinguishable from the liquid it imitates.\r\n[h4]Ooze Nature\u00a0[\/h4]\r\nThe doppelixir doesn\u2019t require sleep.\r\n[h4]Spider Climb[\/h4]\r\nThe doppelixir can climb difficult surfaces, including\u00a0upside down on ceilings, without needing to make an ability check.","actions":"[h4]Slam\u00a0[\/h4]\r\n[b][i]Melee Weapon Attack[\/i][\/b]: +5 to hit, reach 5 ft., one target. Hit: 10\u00a0[roll:2d6+3] bludgeoning damage, and the doppelixir attaches to the\u00a0target. While attached, the doppelixir doesn\u2019t attack. Instead, at the\u00a0start of each of the doppelixir\u2019s turns, the target loses 10 [roll:2d6+3]\u00a0hp due to blood loss.\r\nThe doppelixir can detach itself by spending 5 feet of its\u00a0movement. It does so after it drains 20 hp of blood from its target\u00a0or the target dies. A creature, including the target, can use its action\u00a0to detach the doppelixir by succeeding on a DC 13 Strength check.\r\n[h4]Telepathic Urge[\/h4]\r\nThe doppelixir mentally urges one creature it\u00a0can see within 60 feet of it to attempt to drink it. The target must\u00a0succeed on a DC 11 Wisdom saving throw or be charmed for 1\u00a0minute. While charmed, the target must move on its turn toward\u00a0the doppelixir by the safest available route, trying to get within 5\u00a0feet of the doppelixir to drink it. The creature can repeat the saving\u00a0throw at the end of each of its turns, ending the effect on itself on\u00a0a success. If the doppelixir attacks the target, the effect also ends. If\u00a0the target attempts to drink it, the doppelixir can use a reaction to\u00a0make one Slam attack with advantage against the target.\u00a0If the target\u2019s saving throw is successful or the effect ends for it,\u00a0the creature is immune to the doppelixir\u2019s Telepathic Urge for the\u00a0next 24 hours.","bonus_actions":"[h4]Imitative Liquid[\/h4]\r\nThe doppelixir imitates one common or\u00a0uncommon potion, oil, or other alchemical substance until it uses\u00a0this bonus action again to end it or to imitate a different liquid. If\u00a0the doppelixir takes no acid, fire, or poison damage on the round it\u00a0is slain, a creature can collect its remains, which can be used as the\u00a0liquid it was imitating before it died.\r\n","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"","source":"","tags":"Ooze, CR1","isShared":"on","templateId":"2991","blockId":"1415007","world":"bac3a966-3769-4db8-b749-e117eb1d3bff","folder":"26380"}