Necromantic Ooze. The abomination's body is filled with a caustic black ooze that leaks from wounds that it takes. While the abomination has less than half of its hit points, any creature that touches the abomination (except by the abomination's attacks) takes 7 ( 2d6 ) poison damage. Additionally, the ooze's necrotic emissions deal 5 necrotic damage to all creatures within 10 feet of the abomination at the end of each round. A creature can only take damage from one source of necrotic emissions per round. The ooze is not corrosive to clothing, and thus creatures can walk over it unharmed with proper footwear. Otherwise, what counts as touch for this effect is at the DM's discretion. Reactive Ooze. The abomination's necromantic ooze is highly reactive. If the abomination is reduced to 0 hit points, and at least 25 of the damage dealt to it was (any combination of) fire, lightning, or radiant damage, the abomination explodes, spraying necromantic ooze in a 30 foot radius circle. All creatures within the explosion's range take 13 ( 2d12 ) points of necrotic damage, and must make a Constitution saving throw (DC 16), taking 26 ( 4d12 ) poison damage on a failed save, or half as much damage on a successful one. Additionally, the area covered by this effect has the emissions and touch properties of the abomination's necromantic ooze ability for one hour. Armor Seeping. If the abomination makes a Melee Weapon Attack against a target, and the target's AC > 15 + the target’s dex, the abomination may choose to forgo its Attack roll against the target. The target must succeed on a Dexterity saving throw, taking the normal damage for that attack on a failed save.
Slam. Melee Weapon Attack: +8 to hit ( 1d20+8 ), reach 5ft., up to three targets within range that are all within 10 feet of each other. Hit: 9 ( 1d8+4 ) bludgeoning damage plus 10 ( 3d6 ) poison damage. Sludge Regurgitation (Recharge 6). The abomination prepares to expel necrotic ooze and gases from its mouth. At the beginning of its next turn, the abomination expels ooze in a 30-foot line that is 5 feet wide. Each creature in that line must make a Constitution saving throw (DC 16), taking 28 ( 8d6 ) poison damage on a failed save, or half as much damage on a successful one. Additionally, the area covered by this attack has the emissions and touch properties of the abomination's necromantic ooze ability for one hour.