Tiny Beast, Neutral Good
AC 14 Natural Armor    Initiative +0 (10)
HP 27 (6d4 + 12)
Speed 30 ft., climb 20 ft.
Mod Save
STR 6 -2 -2
DEX 16 +3 +3
CON 14 +2 +2
Mod Save
INT 10 +0 +0
WIS 14 +2 +2
CHA 12 +1 +1
Skills Acrobatics +5, Nature +2, Perception +4, Stealth +5, Survival +4
Resistances Acid
Immunities Acid
Senses Darkvision 60 ft., Passive Perception 14
Languages Common understands but rarely speaks, Sylvan Sylvan, understands Common but rarely speaks
CR 1 (XP 200; PB +2)
Traits

Cute Distraction. Humanoids who see the slime-eater must succeed on a DC 12 Wisdom saving throw or be charmed for 1 minute (repeats at the end of each turn). While charmed, they will not willingly harm the creature.

Slime Feast. If within 5 feet of a Viscous Vicious Slime, the slime-eater can use its action to begin feeding. Each round it does so, the slime takes 10 (2d10) acid damage (ignores resistances and immunities). If the slime is reduced to 0 hit points this way, it is completely consumed.

Forest Ally. Druids and rangers automatically succeed on Animal Handling checks to calm or befriend a slime-eater.

Fey Camouflage. The Slime-Eater has advantage on Dexterity (Stealth) checks made to hide in forested or swampy terrain.

Digestive Enzymes. The Slime-Eater’s attacks ignore the resistances of oozes, slimes, and similar amorphous creatures. When it damages an ooze, the ooze takes an additional 7 (2d6) acid damage.

Slime Sense. The Slime-Eater can sense the presence of oozes within 120 ft. of it, even through walls or obstacles.

Call of the Feast. When a Forest Slime Eater detects the presence of any slime, ooze, or gelatinous creature within 300 feet, it emits a guttural, thrumming call that reverberates through the forest floor. The sound is imperceptible to most humanoids but irresistible to its kind.

Summoning Effect: Within 1d4 rounds, 1d3 additional Forest Slime Eaters (if within ½ mile) converge toward the source.

  • Coordinated Hunt: Slime Eaters drawn by the call instinctively cooperate, gaining Advantage on attack rolls against any ooze currently being devoured.
  • Fermentation Frenzy: For each ooze consumed, all Slime Eaters present gain temporary hit points equal to the ooze’s CR × 2, and their speed increases by +10 ft for 1 minute as their bodies surge with metabolized acid.
  • Unstable Metabolism: When the frenzy ends, there is a 30% chance (or roll d6; on 1–2) that the pack’s heightened aggression turns feral. The Slime Eaters, drunk on acidic energy, may lash out at any nearby warm-blooded creatures — including the adventurers who helped them.

A DC 15 Wisdom (Animal Handling) or DC 15 Charisma (Nature or Persuasion) check by a Ranger or Druid can pacify the creatures, calming their chemical rage.

On a failure, the Slime Eaters turn hostile for 1 minute or until damaged, attacking indiscriminately until their frenzy burns off.

Lore Note: Rangers of the Verdant March claim that “you don’t lead a Slime Eater hunt — you just pray you’re not the dessert.”

Actions

Multiattack. Slime Eaters make two attacks one Nibble and one Claw Swipe.

Nibble. Melee Attack Roll: +4, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claw Swipe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage.

Neutralizing Spray (Recharge 5–6). The Slime-Eater sprays a 15-ft. cone of neutralizing enzymes. Oozes in the area must make a DC 13 Constitution saving throw or take 14 (4d6) radiant damage and be paralyzed until the end of their next turn.

Description

Vicious Slime Vs Slime Eater
Ecology Sidebar: Predator and Prey

In the quiet groves and bogs of the fey-touched forest, a curious balance exists. The Vicious Viscous Slime devours all in its path, corroding roots and bones alike. But from the mossy burrows and hollow logs emerge their eternal counterbalance — the Forest Slime-Eaters, tiny fey beings that see oozes as both nourishment and sport.

Adventurers may stumble upon the aftermath of such duels: bubbling puddles of neutralized slime, glistening trails leading to burrows, and faint laughter echoing among the trees. The two species have battled since the dawn of the forest — one born of corruption, the other of cleansing nature magic.

Adventure Hook
The Viscous Vicious Slime is nearly impossible for normal weapons to destroy — a dungeon “gear check.”

The players must find and befriend the Slime-Eater, a tiny fey creature that looks like a cross between a squirrel, salamander, and axolotl. Only its appetite for the ooze makes the battle winnable.

⚖️ Balance: The slime (CR 5) is a mid-tier threat; the slime-eater (CR 1/4) is weak on its own, but its Slime Feast is the key to victory, making the encounter more about discovery and problem-solving than just combat.

Habitat: ForestSwamp

AlienNevets1701

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