Large Ooze, Unaligned
Armor Class 9
Hit Points 85 (10d10 + 30)
Speed 20 ft., Climb 20 ft.
STR
17 (+3)
DEX
6 (-2)
CON
17 (+3)
INT
6 (-2)
WIS
6 (-2)
CHA
1 (-5)
Damage Immunities Acid, Fire, Lightning, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amorphous. The Amber Slime can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches the Amber Slime or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the Amber Slime corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

Nonmagical ammunition made of metal or wood that hits the Amber Slime is destroyed after dealing damage.

The Amber Slime can eat through 2-inch-thick, nonmagical wood or metal in 1 round.

Spider Climb. The Amber Slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Regeneration Property. The Amber Slime regains 10 hit points at the start of its turn. If the Amber Slime takes Cold damage, this trait doesn’t function at the start of the Amber Slime’s next turn. The Amber Slime dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. The Amber Slime can make two attacks with its pseudopods.

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Sticky Fire. When one Large or smaller creature that the Amber Slime can see within 10 feet of it is attacked by it Pseudopods must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to move.

 In addition if the Amber Slime is on Fire, the grappled target takes 9 (3d6) Fire damage at the start of each of its turns. The Amber Slime can grapple up to two targets at a time.

Reactions

Fiery Durability. When a Amber Slime is subjected to Fire damage, it catches on fire and any creature within 5 feet of the slime take 2d4 fire damage every start of their turn, additionally the Amber Slime's Pseudopod attack deals 2d6 additional fire damage (see Sticky Fire).

Habitat: Swamp

Knjazelfeder

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