Tiny Ooze, Unaligned
Armor Class 13 Natural Armor
Hit Points 10 (3d4 + 3)
Speed 20 ft., Climb 20 ft.
STR
4 (-3)
DEX
15 (+2)
CON
12 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
2 (-4)
Skills Stealth +4
Condition Immunities Blinded, Deafened, Exhaustion, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

Blood Division. The slime's hit points can exceed its normal maximum (10) up to a limit of twice its maximum (20). If the slime reaches twice its hit point maximum from its draining attacks, it immediately splits into two new Blood Slimes. Each new slime has hit points equal to the normal maximum (10) and occupies the same space or an unoccupied space adjacent to the original.

Parasitic Invader. The slime can move into the space of a living creature of Small size or larger. If the creature has an open wound or is willing, the slime can use a bonus action to enter its blood vessels. While inside a host, the slime has total cover against attacks and other effects originating outside the host. The slime shares damage with the host; whenever the host takes piercing, slashing, or bludgeoning damage, the slime takes an amount of damage equal to half the damage the host took. The slime can exit the host as a bonus action, or is forced out if the host dies or the slime population within the host exceeds 4, evacuating through an open wound or the digestive tract into an adjacent space.

Actions

Razor Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 11 Constitution saving throw or begin bleeding, taking 2 (1d4) necrotic damage at the start of each of its turns. A creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. The slime regains hit points equal to the total necrotic damage dealt by this attack and the bleeding effect.

Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature the slime is grappling or inhabiting. Hit: 7 (2d4 + 2) necrotic damage. The slime regains hit points equal to the necrotic damage dealt.

Reactions

Defend the Host. When the slime's host takes damage from a creature within 10 feet of it, the slime can extend a whip-like pseudo-tentacle out of the host's body to make a Razor Whip attack against the triggering creature. If the attack hits, the slime can immediately exit its current host and attempt to enter the triggering creature's blood vessels, provided the target has an open wound.

SurgDexil

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