Small Ooze, Any Chaotic Alignment
Armor Class 13 Natural Armor
Hit Points 25 (7d6)
Speed 35 ft., swim 15 ft.
STR
10 (+0)
DEX
17 (+3)
CON
10 (+0)
INT
13 (+1)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws DEX +5
Skills Acrobatics +5
Damage Resistances Acid
Condition Immunities Deafened, Exhaustion, Prone
Senses Darkvision 45 ft., Passive Perception 12
Languages Common can speak common, but does not like to speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Amorph This Slime can move into a space that isn‘t bigger than 1 inch, without having to squeez.

Jumper The Yellow Slime can jump 3 ft. higher and 5 ft. further than a normal creature.

Swimmer The Yellow Slime has a Swim-Speed of 15 ft.

Actions

Multiattack.The Yellow Slime can use the Ramm/ Spit Attack twice per turn or use the Ramm Attack and Spit Attack in it’s turn.

Ramm. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 4 (1d8) bludgeoning damage. If Hit the creature must succeed on a DC 13 Str-Save or get knocked prone.

Spit. RangedWeapon Attack: +5 to hit, range 15/25 ft., 1 target. Hit: 6 (1d6 + 3) acid damage. If Hit a creature must succeed on a DC 13 Con-Save or get blinded until end of the creatures turn.

Bonus Actions

Speedy The Yellow Slime can use the dash-disengage- and hide- Action as a Bonus Action.

Description

The Yellow Slime is a very fast Slime, they employ simple Hit- and Run tactics to hunt prey. It is said that a Yellow Slime is infused with the power of a potion of speed. The Yellow Slime is pretty clever, but it. uses that intelligence to cause as much chaos as it can. A wizard created all of the slimes a long time ago.

Habitat: CoastalForestGrasslandUrban

LucR05916

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