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Ooze Family
Slow-moving dungeon oozes — no vanilla Slime-style splitting or hopping here, just a lumbering glide (or, for one member, a motionless ambush) toward whatever's nearby. This page covers the currently documented members; more ooze variants exist in GMM and will be added here over time.
Source: Dungeons & Dragons
HP: 24 | Attack: 4 | Speed: slow
A near-transparent, room-filling cube that oozes down dungeon corridors — easy to miss until you're already inside it.
A landed hit doesn't just hurt — it engulfs you: an instant stop, then a genuine moment where you can't move at all, before handing off to a longer, lingering Slowness and a burning acid tick as you "wriggle free." It only attacks on a slow cooldown, so it's not a flurry, but there's no shrugging off a landed hit either.
- Engulf — a landed hit locks the target in place for a moment before handing off to a longer Slowness + acid damage-over-time.
- Gear corrosion — an optional light durability nibble to a random piece of armor or held item alongside the acid (diamond and above immune).
- Size-scalable — some spawns may be scaled larger or smaller by the modpack.
Dripstone caves, lush caves, and the deep dark.
Source: Dungeons & Dragons
HP: 25 | Speed: slow
A patch of what looks like ordinary wet stone — until it isn't. Unlike the rest of the ooze family, it never wanders looking for a fight; it waits.
It deals no direct damage at all — every attack is a single heavy, deliberate strike aimed purely at wrecking a piece of your equipment's durability. Disguised as a stretch of damp cave wall, it sits perfectly still and silent until you get close or land a hit, at which point it snaps awake instantly.
- Perfect disguise — camouflaged as wet stone, motionless and silent, always sitting flush and squared-off like a real surface.
- Instant reveal — snaps awake the moment it's struck or a player gets close, no delay.
- Corrodes gear, not health — its attack deals zero HP damage but heavily corrodes a random piece of equipped gear (diamond and above immune) — a single heavy hit rather than a steady nibble.
Dripstone caves and the deep dark.
Source: Dungeons & Dragons
HP: 20 | Attack: 3 | Speed: slow
A duller, yellow-ochre cousin of the other oozes — hit it wrong and you don't get one jelly, you get two.
A direct melee hit that doesn't finish it off splits it in two — a fresh, full-size jelly appears at a fraction of its health, right next to the original. Fire is the clean counter: it deals bonus damage and never triggers a split, so burning it down avoids turning one jelly into a small crowd. Each jelly can only split a limited number of times, and anything born from a split can never split again itself, so the numbers stay controlled rather than snowballing.
- Split on melee hit — surviving a direct melee strike spawns a second full-size jelly at reduced health, up to a capped number of times per original jelly.
- Fire-vulnerable — takes extra damage from fire, and fire never triggers a split.
Dripstone caves, lush caves, and the deep dark.