Small Elemental (Water), Neutral
Armor Class 10
Hit Points 12 (12d12 + 1)
Speed 20 ft., Swim 40 ft.
STR
10 (+0)
DEX
10 (+0)
CON
8 (-1)
INT
9 (-1)
WIS
7 (-2)
CHA
6 (-2)
Saving Throws CON +1
Damage Resistances Bludgeoning, Fire
Condition Immunities Exhaustion, Poisoned
Senses Tremorsense 40ft, Passive Perception 8
Languages slimeish
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Actions

 

slime water sword Melee weapon Attack. Melee Attack: +1 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 1) [slashing] damage. 

slime water bullet Ranged weapon Attack. Ranged Attack: +1 to hit, reach 120 ft, 1 target. Hit: 3 (1d4 + 2) [piercing] damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

a slime it is a small thing that is a blob of a kind it is bule it well attack if you are in its territory

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underwater

zote19

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