Sludge Form. The spirit can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. The first time it enters a creature's space on a turn, that creature must make a DC 12 Constitution saving throw. A creature that touches the spirit or hits it with a melee attack while within 5 feet of it or that ends its turn inside the spirit's space must also make the saving throw. On a failed saving throw, a creature is poisoned for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on a success.
Avoidance. If the spirit is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Freeze. If the spirit takes cold damage, it partially freezes; its speed is reduced by 10 feet until the end of its next turn.
Ooze Hybrid. The spirit is also considered an ooze.
Dual Nature. The spirit counts as an elemental of both the earth and water sub-types (primary water).
Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) poison damage plus 2 (1d4) acid damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on a success.
Description
Sludge spirits lurk in sewers, fetid bogs, and polluted waterways, but they are also native to the border realm between the Elemental Planes of Earth and Water, the Plane of Ooze. These spirits are so sticky, heavy, cold, and slow, that they are incapable of flying like other elemental spirits can. Their bodies are masses of toxic reagents and wretched slime, and they slouch along the ground leaving trails like slugs, their odd grasping arms poisoning anything they touch.
Some adventurers seek out sludge spirits to procure the rare and expensive alchemical reagents that can sometimes be brewed in their toxic, slimy bodies. They might also be employed to clear out the spirits because of legends that claim slaying sludge spirits will reduce pollution across the land. Whether the legend is true is unknown, but many also claim that these spirits often carry strange and rare diseases, and that slaying them can subject the killer to a mystery malady.
Elemental Spirits
Smaller than the usual elemental, these spirits can be found not only wandering the Elemental Planes that they spawn from, but also the Feywild, Shadowfell, and Material Planes. While they are plentiful in their native planes, any encounter with these spirits outside of the Elemental Planes is rare and often cherished.
Not Quite Genie. Elemental spirits are usually born when the soul of a sentient living creature melds with the primordial matter of an elemental plane and fails to manifest as a genie. The soul loses all characteristics in this magical rebirth. Since such manifestations are very rare, some say that there are as many as a thousand elemental spirits born for every genie that manifests. Spirits can even be born outside the Elemental Planes in places that resemble those planes, where a genie would never be able to manifest. They may appear in quarries, rivers, campfires, etc.
Capricious and Playful. Elemental spirits adore fun and whimsy. Since they don't need to eat or rest, they spend nearly all their time playing with each other when they aren't hiding from the world around them. These spirits flit from activity to activity, rarely staying still, and they are fascinated by anything they haven't seen before. They often make off with objects from humanoid settlements to entertain themselves. Many an adventuring group have awoken from a rest to find their campsite soaked in water, filled with recently dug holes, on fire, or scattered to the winds by these mischievous spirits.
Unreliable Servants. While they are much easier to summon than normal elementals and especially genies, these spirits are notoriously difficult to control. Their ability to hide and infiltrate small spaces makes them potentially excellent servants for many mages, but these benefits must be balanced against the certainty that some orders will be misunderstood or even willfully ignored. Still, making friends with these spirits can be worthwhile. They are difficult to understand and so they can be a challenge to please, but they form very strong bonds and always remember their friends.
Elemental Nature. Elemental spirits don't require air, food, drink, or sleep.
I like these guys. They have some nice background and info for characters who want to endlessly roll their Arcana Skill. The good amount of hit points, a solid attack, and damage resistances could make this a deadly foe against 1st or 2nd level characters. On the other hand, they have no ranged offenses and a unique vulnerability, so it isn't unfair.
I get that DnD Beyond only allows for one monster tag. This critter is considered both an Ooze and an Elemental. Is it also an Undead?