Targeted fighting. The slime targets one creature and attacks only that target until they are paralyzed, frozen, unconscious, or otherwise incapacitated.
Conversion compound. If the slime is hit with an unarmed attack, the attacker takes 1d4 [acid] damage.
Astral rifting. If the slime starts its turn 30 feet or further from its target and within line-of-sight, the slime uses its action to teleport into melee range of its target. If it is not within line-of-sight, the slime teleports to a random location within 15 feet of it's target.
Action Melee Attack. Body Launch: The slime launches itself onto it's target's body. They take 1d4 [Acid] damage and must make a DC 10 Strength or DC 10 Dexterity saving throw. On a failed save, the slime is stuck on them. On the start of each of the slime's turns, the person who the slime is stuck on takes 1d4 [Acid] damage. The slime's turn then ends. On the start of each of the target's turns, they may retry the saving throw.
This creature has no bonus actions.
Body Launch: The slime launches itself onto it's target's body. They take 1d4 [Acid] damage and must make a DC 10 Strength or DC 10 Dexterity saving throw. On a failed save, the slime is stuck on them. On the start of each of the slime's turns, the person who the slime is stuck on takes 1d4 [Acid] damage. The slime's turn then ends. On the start of each of the target's turns, they may retry the saving throw.
Description
A small purple slime about 1 cubic foot in size. The only facial features it has are two large black eyes.
Very faint steam can be seen rising from it, and it leaves a sticky purple compound everywhere it moves, which feels fizzy to the touch.
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