Zol (creature)

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←  #356: Zirro
Bestiary
 Zol  
#358: Zombie  →
Zol
Small ooze, unaligned
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Armor Class 12 (natural armor)
Heart Points 14 (4d6)
Speed 20 ft.
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STR
12 (+1)
DEX
8 (-1)
CON
11 (+0)
INT
1 (-5)
WIS
8 (-1)
CHA
6 (-2)
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Senses darkvision 60 ft., passive Perception 9
Languages
Challenge 1/4 (50 XP) Proficiency Bonus +2    
Challenge Alternatives 0, 1/4, 1
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Amorphous. The zol can move through a space as narrow as 1 inch wide without squeezing.

Exploitative. The zol has advantage on attack rolls targeting any creature that has its speed reduced.


Actions

Slam. Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.


Reactions

Split. If the zol takes damage but isn't reduced to 0 heart points, it can use its reaction to split into two gels which each have full heart points.

“A jelly monster that crawls and bounces around both in the field and in certain dungeons. They divide when attacked.”
Encyclopedia

An oblong blob of sticky slime about three feet tall, usually of a dark color, of a solid color ranging anywhere from bright red to a dark moldy green—with a pair of eerie eyes that glow faintly in darkness. As with many oozes, they live primarily underground, in caverns, or in ruins. Particularly aggressive zols may target humanoids, but can only do so by recklessly slamming their acidic bodies into would-be prey. When damaged they can split into smaller gels as a defense mechanism.
     Chu Nature. The zol does not require air or sleep.
     Environment: Caves, Ruins

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The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.