Armor Class
8
Hit Points
7
(1d8 + 3)
Speed
10 ft., climb 10 ft.
STR
12
(+1)
DEX
6
(-2)
CON
16
(+3)
INT
1
(-5)
WIS
6
(-2)
CHA
2
(-4)
Damage Resistances
Fire
Damage Immunities
Lightning
Condition Immunities
Blinded, Deafened, Exhaustion, Prone
Senses
Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages
--
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Elemental Discharge. When the Pyro Slime reaches 0 hit points it will begin to discharge their energy. On their next turn, they'll explode and electrify everything 5 feet away from them. If a creature stands on the explosion area, they must succed a DC 10 Dexterity saving throw or recieve 3 (1d6) lightning damage.
Overloaded. If the slime gets inflicted with fire damage, they release a discharge of energy and deal 3 (1d6) lightning damage to all enemies 5 feet from the slime.
Actions
Body Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) lightning damage.
Comments