Plasma. the slime can move through things and squeez throught small holes (minimum of midium)
Gelatinous Movement. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, it can move through difficult terrain as if it were normal terrain.
Melts In Water. If the slime will get into water, he will start to melt.
Multiattack. The great slime makes a pseudopod attacks and a magic slime attack.
Pseudopod. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 4) bludgeoning damage.
Magic Slime. Ranged Weapon Attack: +6 to hit, range 20/400 ft., one target. Hit: 10 (2d6 + 4) magical bludgeoning damage. On a hit a target must make a DC 12 strength or dexterity saving throw or be restrained, repeating the saving throw at the beginning of their turn.
Split. The slime splits into two separate slimes with half this slime's hitpoints and that are half the original slime's size. A slime can only do this if its size is small or larger. It can only activate this ability once per day.
Regenerate. The great slime regenerates 12 (2d8 + 4) hitpoints everytime it uses this action.
Description
thank to SuperSoldier240 that this monster based on his great slime.
-
View User Profile
-
Send Message
Posted Nov 11, 2019Why are you using both “he” and “it” pronouns? And how exactly does the melting work? How much acid damage per how much time per how deep water?