Tiny Ooze, Any Alignment
Armor Class 9 Natural Armor
Hit Points 10 (4d4 + 4)
Speed 20 ft., climb 20 ft. The slime can stick to any surface for 10 minutes.
STR
7 (-2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws DEX +3, CON +4
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 60 ft., Tremorsense 20 ft., Passive Perception 14
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Ultravore Absorbtion . The Slime is referred to as a Ultravore, meaning it goes beyond what an omnivore is. The Slime can eat anything, it can even devour low level magical items, so long as the item fits within its body. What the Slime eats helps in how the slime grow and aids in the potential evolutionary direction of its development. Anytime the Slime completes eating or successfully brings a target down to 0 Hit Points while being Absorbed as an Action, it will regain 4 Hit Points. Moreover, the slime does not require air to breath.

Transparent. Even when the slime is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a slime that has neither moved nor attacked. A creature that tries to enter the slime's space while unaware of the slime is surprised by the slime.

Actions

Pseudopod. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature. Hit: 10 (4d4) acid damage.

AbsorptionThe slime moves up to its speed. While doing so, it can enter a Tiny creatures' spaces. Whenever the slime enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the slime. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 9 (4d4)acid damage and is engulfed. The engulfed creature cannot breathe, is restrained, and takes 18 (6d4) acid damage at the start of each of the slime's turns. When the slime moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the slime.

 

Bonus Actions

Quick Rush. The slime can use Dash as a Bonus Action.

Reactions

Survival Instincts. The Young Slime can reduce all damage from either one incoming melee or ranged attack per round and move up to double it's movement speed without provoking any attacks of opportunity.

Description

Slimes are born in random areas that have a large concentration of natural magic energies. They are normally regarded as harmless due to their docile and non-harmful natures. If provoked they can be a nescience, and a pack can be deadly. Most are hunted for spellcasting ingrediency and other magical properties. The biology of the slime family remains an uncomplete mystery and is constantly studied. Their biology allows them to adapt and evolve into variant versions as the slime grows and consumes. Some take on elemental properties, which is the traditional notions of evolution of a slime. Other slimes evolve more uniquely, developing special skills and abilities. One of the rarest evolutional attributes of a slime is it's intelligence and the ability to communicate telepathically. Some are even considered to be good house pets, familiars and adventuring companions.

 

Habitat: ArcticDesertForestMountainUnderdark

Wolfhound08

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