Gargantuan Monstrosity, Chaotic Neutral
Armor Class 7
Hit Points 328 (16d20 + 10)
Speed 20 ft., Climb 20 ft.
STR
24 (+7)
DEX
3 (-4)
CON
30 (+10)
INT
4 (-3)
WIS
10 (+0)
CHA
4 (-3)
Saving Throws STR +13, CON +16
Damage Vulnerabilities Fire, Lightning
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Deafened, Grappled, Prone, Restrained
Senses Blindsight Only if the creature and the Slimeling are touching the ground, Passive Perception 10
Languages Common Cannot speak, merely understands language
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Spider Climb. The Slimeling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check if it doesn't have it's Absorb Matter or Pilot Corpse active.

Amorphous. The Slimeling can squeeze through spaces as small as a 50th of it's size if it doesn't have it's Absorb Matter or Pilot Corpse active.

Tremor Sense. The Slimeling can detect the location of any creature or object that is touching the ground. Invisibility does not work on it. Any flying or hovering creatures are effectively invisible to it's senses.

Oozing Movement. The Slimeling can move while grappling creatures with it's Swallowing Slam ability.

Immutable Form. The Slimeling is immune to magic that would alter it's form.

Corrosive Ooze. Any nonmagical metal/wooden weapon that hits this ooze takes a cumulative and permanent -1 penalty to attack and damage rolls. If the penalty reaches -4, the weapon dissolves and is lost forever. 

Actions

Pilot Corpse. The Slimeling targets a dead body within 10 feet of it or that is grappled by it's Absorb ability and equal or less than the Slimeling's base size. It moves around it, reanimating it into a horrid corpse. The Slimeling's size changes to equal it's hosts. The Slimeling retains all ability scores and senses, but it takes on all other attributes of the corpse, besides spellcasting, breath weapons, class features (if any), and any other abilities of the like. It gains temporary hit points relating to the corpse's size. It may not use any other actions presented below. If the temporary hit points are reduced to zero, the slime can no longer use the corpse and the corpse dissolves within 10 turns. It can choose to end this condition when it wishes.

Tiny. 12 

Small. 18 

Medium 25

Large 40

Huge 80

Gargantuan 120

Swallowing Slam.  +10 to hit, reach 15ft., 1 target. Hit: 36 (4d12 + 10) bludgeoning damage, and 23(2d12 +10) acid damage. Target must make a strength saving throw (DC 19) or be swallowed by the slime. a swallowed creature is blinded, restrained, deafened, and takes 4d12 acid damage at the start of it's turn. A swallowed creature can use it's action to make a strength check (DC 19) to break free. It is released if the slime is killed. 5 tiny or small creatures, 4 medium creatures, 3 large, or 1 huge or gargantuan creature can be grappled at once. A creature outside the slime can pull the creature inside out with a DC 19 strength check provided the both the creatures are only smaller or larger by one size category.

Multiattack. The Slimeling makes 3 Swallowing Slam attacks

Acid Lob. Ranged Improvised Weapon Attack: +10 to hit, range 40/80 ft., 2 targets. Hit: 23 (2d12 + 10) acid damage.

Absorb Matter. The Slimeling absorbs rocks and other hard material, giving it resistance to fire and lightning damage, and setting it's AC to 20. The Slimeling can only use this feature for 5 turns, before the matter fully dissolves. It's movement speed is reduced to 10 ft, and it can't use it's pilot corpse feature. It can choose to end this condition when it wishes.

Bonus Actions

Excrete Acid. Every creature within 10 feet must make a dexterity saving throw (DC 18) or take 2d6 acid damage.

Description

In the dank, dark crypt, where a sorcerer was fighting a mundane and uninteresting ochre jelly. As he was lobbing a acid ball at the creature  the sorcerer had a surge of untamed wild magic. No one knows exactly what happened that day, only that this creature was the result. A hungering, acidic, all-consuming ooze with a strange resistance towards magic, this creature can grow to massive sizes. Any organic matter caught in this ooze dissolves, adding more and more mass to the Slimeling. If a Slimeling catches a creature that is dead and has a body in reasonable condition, it can take control of it, shaping itself to it's new form. It can also dissolve nonmagical metal and wood equipment.

Lair and Lair Actions

A massive cavern dripping with slime, with a briny pool at the center. The Slimeling rests in the pool. When a living organism enters it's layer, the slime silently slips out of it's brine pool, sliding along the walls and ceilings, before converging and swallowing up any intruders, slowly dissolving their carcasses in it's body.

Lair Actions

On initiative count 20 (losing initiative ties), the Slimeling takes a lair action to cause one of the following effects:

  • The slime can target up to two creatures within it's lair. Those creatures must make a DC 18 dexterity saving throw as the ground underneath their feet turn to slime, reducing their movement to zero. The targets can make a DC 18 strength check on their subsequent turns, freeing them on a success. Another creature within 5 feet can use the help action to free the target without a saving throw. 

Regional Effects

The region containing a legendary Slimeling’s lair is sticky, with green acidic slime that covers most of the region, which creates one or more of the following effects:

  • Creatures have a permanent -5 penalty to walking speed while in the region.
  • Creatures that take a short or long rest must make a constitution saving throw or take 1d4 acid damage.

If the Slimeling dies, these effects fade over the course of 5d4 days.

Habitat: Swamp

Ragnar_Erikson_The_Barbarian

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