Small Ooze, Chaotic Good
Armor Class 12 natural armor
Hit Points 18 (7d6)
Speed 35 ft., It hops 5 feet per hop and hops 7 times per turn
STR
10 (+0)
DEX
15 (+2)
CON
11 (+0)
INT
5 (-3)
WIS
9 (-1)
CHA
12 (+1)
Skills Acrobatics +5
Damage Vulnerabilities Fire, Radiant
Damage Resistances Bludgeoning
Damage Immunities Acid, Force
Condition Immunities Blinded, Deafened, Grappled, Petrified, Restrained
Senses Blindsight 30 ft. beyond this radius it is blind, Passive Perception 12
Languages All can't speak but understands
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Semi-solid. the slime can fit through tight spaces at least 0.3 mm wide

 

Actions

Absorb. Engulfs an entity smaller than itself, dealing acid damage till it breaks free or dies, healing itself for how much hitpoints the enemy had, If it overheals it will add a quater of the ammount of health it didn't heal to it's max health. To be set free the enemy will have to roll a dex check and hit over 15.

Slimy slam. Melee Weapon Attack: +2 to hit, reach 3 ft., single target. Hit: 5 (1d6 + 1) acid damage. 

Crystal shard. Ranged Weapon Attack: +2 to hit, range 5/30 ft., single target. Hit: 5 (1d6 + 1) piercing damage.

 

Reactions

Split If the slime happens to grow to twice it's size/max health it will split into 2 slimes with normal size

Absorb (passive): If a slime absorbs a certain amount of certain objects it can gain qualities of said object.

Mimic: A slime can mimic the shapes of tiny-medium creatures raising charisma and giving the illusion it is freindly.

no more control. When the crimson crystal is destroyed it reverts back to whatever slime it was before corruption

Description

A small slime corrupted by the crimson crystal's evil touch, still cute though

Habitat: Forest

KeshtheGreat

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