Rules version 2014 2024
Dungeons & Dragons · 2024 SRD

Gelatinous Cube 5e (2024) Stat Block: AC, HP, CR, and Actions

Gelatinous Cube is a Large ooze with unaligned alignment and Challenge Rating 2 in the 2024 SRD. This stat block includes AC 6, 63 hit points, speeds, traits, and actions.



Gelatinous Cube

Gelatinous Cube

Large, ooze, unaligned
Armor Class
6
Hit Points
63
(6d10 + 30)
Speed:
Walk 15 ft.,
STR 14 (+2)
DEX 3 (-4)
CON 20 (+5)
INT 1 (-5)
WIS 6 (-2)
CHA 1 (-5)
Saving Throws: —
Skills: —
Damage Vulnerabilities: —
Damage Resistances: —
Damage Immunities: acid
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses:
blindsight 60 ft.
Passive Perception:
8
Languages: None
CR:
2
(450 XP)
Proficiency Bonus: 2

Traits:

  • Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube’s Engulf and has Disadvantage on the saving throw. Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time. As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage.
  • Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube if the creature hasn’t witnessed the cube move or otherwise act.

Actions:

  • Pseudopod - Melee Attack Roll: +4, reach 5 ft. Hit: 12 (3d6 + 2) Acid damage.

  • Engulf - The cube moves up to its Speed without provoking Opportunity Attacks. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze Cube trait). Dexterity Saving Throw: DC 12, each creature whose space the cube enters for the first time during this move. Failure: 10 (3d6) Acid damage, and the target is engulfed. An engulfed target is suffocating, can’t cast spells with a Verbal component, has the Restrained condition, and takes 10 (3d6) Acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to escape by taking an action to make a DC 12 Strength (Athletics) check. On a successful check, the target escapes and enters the nearest unoccupied space. Success: Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If there is no unoccupied space, the target fails the save instead.

This work includes material from the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.