Action Name. The slime has a simple attack pattern that can be dodged with a DC saving throw of DEX 12
Rush. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (1d8 + 2) piercing damage
Slime homing. Melee homing Attack: +8 to hit, reach 30 ft., one target. Hit: (1d10 + 2) piercing damage. Can be dodged if a player rolls a save throw of Dex 14 or STR 14
Slime absorption. The slime rushes at all the Party members and grabs who ever doesn't roll a DC saving roll of Dex: +6 any one who is absorb can't do damage until they are released, to be released the person must roll a saving roll of STR 14 other the person takes 1 damage each round.
Not deep enough. (Only works on Melee attack) If your to hit is lower than 15, Your Melee attack wasn't deep enough and is stuck in the slime, slime get's free hit: (1d8 + 2) piercing damage
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