Medium Ooze, Unaligned
Armor Class 9
Hit Points 30 (4d8)
Speed 10 ft., Climb 10 ft.
STR
12 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
1 (-5)
WIS
6 (-2)
CHA
1 (-5)
Damage Resistances Acid, Cold, Fire, Lightning, Poison
Senses Blindsight 60ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.

Detonation. Upon being reduced to 0 hit points, the alchemical slime detonates in an explosion of viscous, caustic liquid. All creatures within 10 feet of the slime must make a DC 12 DEX saving throw or take 4d6 damage of a random type (roll a d6: 1. acid, 2. fire, 3. cold, 4. necrotic, 5. poison, 6. lightning.). The damage type is the same for all victims. On a successful save, a target takes half damage.

Actions

Spew. RangedWeapon Attack: +5 to hit, range 15/30 ft., one target. Hit: 13 (3d6 + 3) damage of a random type determined by rolling a d6: 1. acid, 2. fire, 3. cold, 4. necrotic, 5. poison, 6. lightning.

Description

A disgusting mass of seething semi-solid goo, shifting constantly in colour and acrid stench. Alchemical slimes are the result of oozes combining themselves with alchemical apparatus and substances. They are volatile, carry a variety of unpredictable magical effects, and attack by flinging small dollops of themselves at their enemy.

diamondarmand

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