Small Ooze, Chaotic Good
Armor Class 6 Natural Armor
Hit Points 13 (2d8 + 4)
Speed 15 ft., Climb 15 ft.
STR
12 (+1)
DEX
3 (-4)
CON
14 (+2)
INT
6 (-2)
WIS
6 (-2)
CHA
18 (+4)
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Adorable Monstrosity. The slime has advantage on Charisma (Performance), and Charisma (Persuasion) checks.

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

Cute. The slime is adorable. It can cast the spell 'Charm Person' once per day without material components. (DC 15 Wisdom Saving Throw)

Mucus. When the slime is hit by a melee attack, the attacker must succeed on a DC 12 Strength saving throw or their weapon becomes stuck in the slime. The weapon can be wrenched out by using an action to make a DC 12 Strength (Athletics) check, freeing the weapon on a success. All weapons stuck in the slime can be retrieved once the slime is slain. This slime does not secrete a sticky residue while moving.

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. 

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