Large Ooze, Unaligned
Armor Class 12 Natural armor
Hit Points 119 (14d10 + 30)
Speed 25 ft.
STR
16 (+3)
DEX
5 (-3)
CON
16 (+3)
INT
1 (-5)
WIS
6 (-2)
CHA
1 (-5)
Damage Resistances Cold, Fire, Force, Lightning
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Passive Perception 8
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.
Chaotic Compsosition. The slime will regularly shift its contents, including the surface of its form. At the start of its turn, roll a d4. The ooze shifts to this form if it is not already there. It triggers any form shift abilities even if it is already there. The ooze also gains immunity to the damage type of its new form while in that form.

1-Fire. When the slime shifts to fire, each creature within 10 feet must make a Dex saving throw (DC 14) or take 7 (2d6) fire damage. Whenever a creature hits the ooze with a melee attack while within 5 feet of it, it takes 4 (1d6) fire damage.

2-Cold. When the slime shifts to cold, each creature within 20 feet must make a Con saving throw (DC 14) or be restrained until the start of the oozes next turn. If a creature starts its turn or moves within 10 feet of the ooze during its turn, its speed is reduced by 10 feet until the end of the turn, potentially preemptively ending movement.

3-Lightning. When the slime shifts to lightning, each creature within 10 feet must make a Dex saving throw (DC 14) or lose any prepared actions and be unable to take reactions until the start of the slimes next turn. A creature wearing metal has disadvantage on this saving throw. If a creature moves next to another creature during its turn while within 20 feet of the slime, both creatures take 2 (1d4) lightning damage from the static electricity.

4-Force. When the slime shifts to force, each creature 20 to 60 feet away from the slime must make a DC 14 Strength saving throw or be knocked prone. Ranged attack rolls against the slime or a target within 10 feet of the slime have disadvantage. If a ranged attack would miss a target granted disadvantage by this effect, the shot is deflected at a different random target within the attacks range. The slime makes this attack at +6 to hit, dealing the attacks normal damage.

 
Actions

Multiattack. The slime makes two attacks.

Pseudopod. Melee Weapon Attack: Non-force forms only. +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage plus 5 (1d8) damage based on its current type. 

Force slimeRanged Weapon Attack: Force form only. +6 to hit, reach 100 ft., one target. Hit: 14 (3d8) force damage. 

Form pulse. (Recharge 6). The ooze shifts through every one of its forms, ending on one of its choice. It then makes an attack.

Reactions

Reacitve form. When the slime takes damage of a type that does not match its form, it immediately shifts to that form.

Description

Alchemist's slimes are far from natural creations, only coming to life when a combination of different alchemical ingredients and potent magic mix in a way that should never be created. The slimes are unthinking creatures, only capable of feeding on ambient magic left behind by spellcasters, but will never stop trying to eat other things. They tend to stay near where they are created for several years, feedings on the left overs of whatever accident they were born in, and eating (or attempting to, at least) any poor adventurer who wanders too close. 

Sadahige