Small Ooze, Unaligned
Armor Class 10
Hit Points 25 (5d8 + 5)
Speed 15 ft.
STR
10 (+0)
DEX
10 (+0)
CON
13 (+1)
INT
5 (-3)
WIS
5 (-3)
CHA
2 (-4)
Saving Throws CON +3
Damage Vulnerabilities Fire, Psychic
Damage Resistances Bludgeoning
Damage Immunities Lightning
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Prone
Senses Blindsight 40 ft., Passive Perception 12
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Primitive Brain. The slime has a fragile structure of fluid-filled membranes functioning as a rudimentary brain. When a creature makes a weapon attack against the slime, they can choose to target the brain. The brain has AC 19, immunity to bludgeoning damage and 1 hit point. If the brain is destroyed, the ooze dies instantly. If an attack misses the brain, but still would hit the slime, the slime takes damage as usual.

Neural Bridge. When two slimes are within 5 ft. of each other, they can form a bridge between their brains as a bonus action. While linked, the slimes roll for initiative as a group. Each slime increases its intelligence by 2 for every other slime it is connected to. The bridge breaks if the slimes are more than 5 ft. apart from each other, or if it is severed using a DC 14 strength or dexterity check.

Actions

Jolt. Melee Weapon Attack: +1 to hit, reach 10ft., 1 target. Hit: 3 (1d4 + 1) lightning damage. This attack does an additional 1d4 damage for each linked slime.

 

Reactions

Synaptic Shock. When a melee attack targeting the slime's brain misses, the slime can deal 2d4 lightning damage to the attacker as a reaction.

Description

Most oozes are simple creatures, lacking complex organs or structures. In contrast, the Cerebral Slime has the rudiments of a brain, and can join with it's fellows to create even more sophisticated thinking structures. Utilizing the electricity its brain generates, the Cerebral Slime manages to survive and adapt, slowly evolving over time. 

Habitat: CoastalHillUnderdark

GrooveLord

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