Huge Ooze, Neutral Good
Armor Class 5 Natural Armor
Hit Points 80 (12d20)
Speed 50 ft., Walk 15 ft. It does not normally stay on land for too long due to it's slow speed
STR
12 (+1)
DEX
13 (+1)
CON
15 (+2)
INT
11 (+0)
WIS
7 (-2)
CHA
14 (+2)
Skills Persuasion +5
Damage Vulnerabilities Fire, Psychic
Damage Resistances Force
Damage Immunities Acid, Bludgeoning, Poison
Senses Darkvision, Passive Perception 60
Languages All Can only speak common, But can understand all languages
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Semi-Solid The slime can move through extremley tight spaces at least 1 cm large

 

Actions

Absorb. The slime engulfs an entity the same size or smaller than itself dealing acid damage till it escapes or dies, healing the amount of hp it had before being absorbed and if it over-heals it will add a quarter of the health it couldn't heal to it's max health.

Slime smash. Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit:  7 (1d10 + 2) bludgeoning damage. 

Water shot. Ranged Weapon Attack: +3 to -1 to hit, range 5/30 ft., one target. Hit: 8 (1d10 + 2) Crushing damage. does more damage the closer the target is.

Reactions

Split. When startled or at random the slime will seperate 1/10th of it's body mass from it and said body mass will become a seperate slim

Startled Flee. the slime will flee if it is startled or scared

Description

A large timid humanoid slime with oval dark blue eyes large arms and a big thruster-llike apendage to propel it that moves about the ocean depths eatiing coral and small fish, it should however not be messed with as it can become dangerous if angered or provoked enough.

Habitat: CoastalUnderwater

KeshtheGreat

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