Often mistaken for some kind of elaborate magical trap, the Ravenous Floor is actually a relative of the Gelatinous Cube that eats away a section of floor to a depth of 5 feet or so, about 10 feet by 10 feet, in which it awaits its prey. Its upper surface it can make match the floor that was eaten and even keep solid until the prey is on top of it beyond hope.
Large ooze, unaligned
Armor Class: 6
Hit Points: 105 (10d10 + 50)
Speed: 10 ft.
|16 (+3)||2 (-4)||20 (+5)||1 (-5)||6 (-2)||1 (-5)|
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
Senses: blindsight 60 ft., tremorsense 120 ft. (otherwise blind), passive Perception 8
Challenge: 3 (700 XP)
Ooze Fill. The ravenous floor takes up the whole four spaces it has eaten out, or four spaces when moving. Other creatures can enter the space, but a creature that does so is subjected to the floor’s Engulf and has disadvantage on the saving throw.
Creatures inside the floor can be seen except through the disguised (usually upper) surface.
A creature within 5 feet of the space of an engulfed creature can take an action to pull a creature or object out of the floor. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
The floor can hold only two Large creatures or up to twelve Medium or smaller creatures inside it at a time.
Perfect Disguise. When imitating a floor or other surface, it takes a successful DC 18 Wisdom (Perception) check to spot a difference in the surface. This check is at advantage if touching the surface.
Transparent. Most of the ravenous floor’s surfaces are usually transparent. When it is plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a floor that has neither moved or attacked. A creature that tries to enter the floor’s space while unaware of the floor is surprised by the floor.
Multiattack. The ravenous floor makes two pseudopod attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 10 (3d6) acid damage.
Engulf. The floor moves up to its speed. While doing so, it can enter Large or smaller creature’s spaces. Whenever the floor 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 back 5 feet back or to the side of the floor. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the floor 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 floor’s turns. When the floor 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 floor.
If the floor uses this action with creatures standing on top of it, all those creatures are subject to the Engulf action and make the saving throw at disadvantage.