One unfortunate night as you lay asleep… you died. You end up being reincarnated to the land of Hyrule as you find out. You will find that you are not the only one who was pushed into this world, there are more out there. All of this, and at the same time, Ganondorf is at it again with a new plan to take over the land of Hyrule. Yet in the distance, a new Hero of Time makes his way across the land, standing up against evil. Will you help The Hero of Time or live your own life?
Played | 9 times |
Cloned | 1 times |
Created | 28 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Description
Electric Chuchus are gelatinous organisms that float and pulse with an inner light, capable of firing arcs of electricity at unsuspecting adventurers. Found in moist environments and often lurking within caves or fields, they react to movement and can roll towards their prey, leaving a trail of crackling energy. Those who touch them risk a shocking surprise, while their vibrant, luminescent bodies serve as both a warning and an alluring spectacle.
Size | Small |
Type | Ooze |
CR | 1 |
XP | 20 |
Languages | Understands Primordial but cannot speak |
Armor Class | 6 |
HP Range | 10 - 20 (Avg: 15) |
Damage Vulnerabilities | Cold, Fire, Piercing, Slashing |
Damage Resistances | Bludgeoning, Thunder |
Damage Immunities | Acid |
Condition Immunities | Charmed |
Electrocute
If a creature touches or hits the Electric Chuchu with a melee attack, they must make a DC 4 Constitution saving throw or take 1d2 lightning damage and become stunned until the end of their next turn.
Engulf
The Chuchu Slime attempts to engulf a creature. The target must succeed on a DC 6 Strength saving throw or become engulfed, taking 1d4 acid damage at the start of its turns until it escapes.
Nothing
Do nothing during your turn.
Shock Pulse
The Electric Chuchu releases a burst of electrical energy in a straight line for 15-feet range. The attacked creature must succeed on a DC 4 Dexterity saving throw or take 1d4 lightning damage and become stunned until the end of their next turn, or half as much on a successful save.