Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.
Aversion to Fire. If the slime takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sticky Surface. Other creatures can enter the slime’s space, but a Medium or smaller creature that does so must succeed on a DC 13 Dexterity saving throw or be grappled by the slime.
Transparent. Even when the slime is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot the slime that has neither moved nor attacked. A creature that tries to enter the slime’s space while unaware of the slime is surprised by the slime.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) bludgeoning damage. Until this grapple ends, the slime can pseudopof only the grappled creature and has advantage on attack rolls to do so.
Engulf. While a creature is grappled by the slime, they must make a DC 13 Dexterity saving throw. On a successful save, the creature remains grappled but has advantage to escape the grapple on their next turn.
On a failed save, the slime enters the creature's space, and the creature takes 7 (2d6) bludgeoning damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 3 (1d6) bludgeoning damage at the start of each of their turns.
When the slime moves, the engulfed creature moves with them. Finally, an engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of their choice within 5 feet of the slime.
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