Large Ooze, Chaotic Evil
Armor Class 17 (Ooze Body)
Hit Points 142 (15d10 + 60)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws DEX +6, CON +8
Damage Resistances Slashing
Damage Immunities Acid
Condition Immunities Charmed, Frightened, Grappled, Prone, Restrained
Senses Blindsight 120 ft., Passive Perception 16
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4

Amphibious. The slime dragon can breathe air and water.

Amorphous. The slime dragon can move through a space as large as 1 inch wide without squeezing. 

Acid Rain. Whenever the slime dragon moves using its flying, creatures below it need to make a DC 15 Dexterity saving throw or take 5 (2d6) acid damage or half on a success.

Actions

Multiattack. The slime dragon makes three attacks: one with its Engulfing Bite and two with its pseudo-pods.

Engulfing Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 5) acid damage. 

Any Large or smaller creature that is hit by this attack must make a DC 15 Dexterity saving throw or become engulfed by the slime dragon.

On a failed save, the creature is engulfed by the slime dragon. The engulfed creature cannot breathe and is restrained and takes 21 (6d6) acid damage at the start of each of the slime dragon's turns. When the slime dragon moves, the engulfed creature moves with it.

An engulfed creature can escape by using an action to make a DC 15 Strength check. On success, they escape and end up in a spot 5ft within the slime dragon.

Pseudo-pod. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage.

Slime Breath (Recharge 5–6). The slime dragon exhales acidic slime in a 30­-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. There is a 25% chance an Ochre Jelly is formed from this slime. It takes its turn at the end of the initiative order.

Legendary Actions

The slime dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The slime dragon makes a Wisdom (Perception) check.

Pseudo-pod. The slime dragon makes a pseudo-pod attack.

Engulf (Costs 2 Actions). The slime dragon makes an Engulfing Bite attack.

Lair and Lair Actions

The slime dragon's lair is the slime pit and surrounding chamber of the temple you find it in.

Lair Actions

On initiative count 20 (losing initiative ties), the slime dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Pseudo-pods whip up from the central pit and lash out at any creature within 15ft of the pit.
  • Green slime drips from the ceiling on a random creature in the room. The creature must make a DC 15 Dexterity saving throw or take 10 (3d6) Acid Damage
  • 1d4 Ochre Jelly ooze into the arena from the walls. They take their turns at the end of the initiative order.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/22/2019 5:49:32 PM
11
1
--
Coming Soon
8/22/2019 5:52:40 PM
14
5
--
Coming Soon
Zellora

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