Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.
Body Snatcher. The carmine slime is most at home within a body as its natural body is weaker than for most oozes. If a corpse is within the slime's movement range it can inhabit it. While inside a corpse, the slime has a +5 bonus to its AC and can Hide as a bonus action. If the corpse is severely damaged or completely destroyed, the slime will be expelled and thus vulnerable.
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 3 (1d6) acid damage.
Vampiric Exchange. As an action, the carmine slime absorbs some of the life-remnants in the corpse. It gains 10 temporary hitpoints. These are only available while in the corpse. The corpse's AC bonus takes a -1 cumulative penalty each time the slime drains it. If the corpse's bonus is nullified, the corpse dissolves into ash and dirt, losing the AC and temporary hitpoints.
Frighten. As an action, the slime can attempt to manipulate the corpse it inhabits but it will move in robotic puppet-like motions. Creatures within 15 feet that are not blinded must make a DC 8 Wisdom save. On a fail they become frightened of the slime. On a success, they become infuriated with this fascimile and gain advantage on attacks against the slime.
Description
The Carmine Slime is a dark reddish colour similar to blood. It likes to preen but can be very shy when exposed.
All homebrew oozes: Carmine slime, Aquatic Gel, Gelatinous Cube (baby), Suspended Slime, Green Squadge, Black Puddle, Merrigold, Rattling Ooze, Powder Ooze, Sucking Ooze.
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