Transparent. Even when the slime is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a slime that has neither moved nor attacked. A creature that tries to enter the slime's space while unaware of the slime is surprised by the slime.
Nimble Escape. The slime can take the Disengage or Hide action as a bonus action on each of its turns.
Amorphous. The slime can move through spaces as thick as two inches without squeezing.
Multiattack. The ooze makes four blades attacks
Blades. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) slashing damage.
Engulf. The slime moves up to its speed. While doing so, it can enter huge or smaller creatures' spaces. Whenever the slime enters a creature's space, the creature must make a DC 15 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the slime. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the slime enters the creature's space, and the slime can choose to use its multiattack as a bonus action against the engulfed creature. When the slime moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the slime.
The slime can hold a maximum of 1 large creature, 2 medium creature, 10 small creatures, 20 tiny creatures.
Parry. The slime adds 3 to its AC against one melee attack that would hit it. To do so, the slime must see the attacker.
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