Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Transparency. While the ooze remains motionless, it is invisible. This ability is suppressed as long as the ooze’s armor class is 10 or higher.
Reactive Armor. When the ooze takes damage, its armor class increases by 2 and it gains resistance to the triggering damage type. If the triggering damage type is fire or lightning, its armor class is instead reduced by 2 and it loses one randomly determined resistance gained by this ability. At the beginning of each of the ooze’s turns, its armor class increases by 1 if it is below 7 or decreases by 1 if it is above 7.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 2) bludgeoning damage plus 10 (2d8) poison damage.
This attack deals piercing damage rather than bludgeoning if the slime’s armor class is 10 or higher.
Description
A ferroslime is a metallic ooze that is transparent under normal circumstances. When assaulted, however, the outer membrane of the ooze hardens as it absorbs the impact of what damaged it.
These creatures typically lie in wait in a room with only one exit, waiting for unwary explorers to wander into the chamber. When this happens, the ooze blocks the doorway and simply waits until the creatures starve or get close enough for the ooze to strike with its pseudopod.
This creature is also difficult to run because of the complexity of its reactive armor ability. Use at your own risk!
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