Free interactive D&D 5e SRD stat block

Gelatinous Cube

Large Ooze, CR 2, AC 6, 63 HP. Unaligned.

Large Ooze, Unaligned

AC
6
Initiative
-4 (6)
HP
63 (6d10+30)
Speed
15 ft.
ScoreModSave
STR 14 +2 +2
DEX 3 -4 -4
CON 20 +5 +5
INT 1 -5 -5
WIS 6 -2 -2
CHA 1 -5 -5
Immunities
Acid, Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses
Blindsight 60 ft.; Passive Perception 8
Languages
None
CR
2 (XP 450; PB +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.

How to run Gelatinous Cube

A gelatinous cube is a hallway with teeth. It exists to punish parties that march in single file through dungeons they have not scouted, and the encounter is mostly a Perception puzzle wrapped around one nasty grapple. The Transparent trait sets a DC 15 Wisdom (Perception) check for any character who has not yet seen the cube move. If the marching order leads with a low-Wisdom barbarian and a passive 11, that barbarian walks into 10 ft. of acidic jelly and rolls Engulf at Disadvantage on the way in.

When initiative starts, the cube acts on its dismal +6 score and uses Engulf rather than Pseudopod whenever a target is in its path. Engulf moves it up to 15 ft. without provoking opportunity attacks, forces a DC 12 Dex save on every creature whose space it enters, and on a fail deals 10 acid plus the Restrained, suffocating, no-verbal-spells package. A Medium PC who fails is now taking 10 acid at the start of every cube turn and rolling DC 12 Athletics to escape, while losing access to Bless, Healing Word, and Counterspell. If the cube has nowhere to go, fall back on Pseudopod for 12 acid at +4.

Vulnerabilities are the puzzle. The cube has 63 HP, AC 6, and immunities to Blinded, Charmed, Deafened, Exhaustion, Frightened, and Prone. None of the standard control spells land. Damage is the answer, and the answer is loud: a level-2 Scorching Ray solves the encounter in one round. The horror is for the engulfed PC, not the party. An ally trying to pull a friend out makes a DC 12 Athletics check and eats 3d6 acid for the rescue, which is a real choice for a wounded cleric.

Cubes do not retreat. They have a 1 Intelligence and they are already at lunch. The fight ends when the cube ends.

Place a corroded breastplate, a half-eaten boot, and a clean-picked skull just inside the corridor. The party that reads the room sees the cube. The party that does not, becomes the next set of contents.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →