Armor Class 12 Natural Armor
Hit Points 7 (3d6 - 3)
Speed 20 ft.
STR
7 (-2)
DEX
15 (+2)
CON
9 (-1)
INT
2 (-4)
WIS
14 (+2)
CHA
2 (-4)
Skills Stealth +4
Damage Vulnerabilities Cold
Damage Immunities Acid, Poison, Psychic
Senses Blindsight 60, Passive Perception 12
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Charge. If the slime moves at least 15 feet straight toward a target and then hits it with a pseudopod attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage.

Slippery. The slime has advantage on ability checks and saving throws made to escape a grapple.

Standing Leap. The slime's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) acid damage.

Description

A simple, gelatinous creature that swallows anything and everything whole. It takes a long time to digest anything. The green slimes are the weakest and most common kind of slime.

Item Chargers. The green slimes sometimes walk above some objects pick them up in the process, when someone defeats a slime with an object inside it they will drop it.

Night Aggression. Unless someone attacks it, the green slime will be peaceful, but if it is encountered in a dark place like a cave or at night it will always attack any human nearby.

Ooze Nature. A green slime doesn't require sleep.

FatGreninja

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