An armored bond. This type of slime has the special ability to bond with their hosts if that host has any magical properties about themselves excluding celestial and pack bonds the armor slime can form a bond with them and Incase their partner in their goo like body thus boosting the over all AC of the creature to a total of 17AC the special properties of this bond favor the spell casters as the armor slimes once bonded do not impede the casters arcane ability’s thus allowing the caster to have good armor and still cast spells .
Spellcasting. The [Armor Slime] does not cast spells. But legends speak of great spell casters that are so connected to their Armor slime they can store a type of attack magic into their Armor Slime to be used as a reaction or give a limited resistance to a type of damage relevant to the spell consumed. because of this rumor magic casters have developed a trend of feeding their armor slimes spell slots in order to achieve this legend while the legend is still up for debate this feeding of spell slots does greatly improve and Armor slimes relationship with their host so maybe there are some truths to the rumors?
[ Mana color resistance] upon bonding depending on your manas color and the overall color of your Armor slime you can gain a resistance dependent on the slimes color for the color roll use a d100 to pick the color corresponding resistance think of Draconic ancestry. If you already naturally have a resistance from your race choice that matches your armor slime it becomes an immunity but only when connected with your Armor Slime.
Tendril Slap. Melee Weapon Attack: +2 to hit, reach 2ft., 1 target. Hit: (1d6+ 2) [bludgeoning ] damage. This attack can not be done unless an outside enemy is forcefully trying to separate armor slime from their host.
Slime Sight. once bonded With your armor slime you may join together your shared senses and have advantage on perception checks for 1 hour. In this sight you can only see shades of your armor slimes color.
Reverse Slime Maiden . As a reaction if properly bonded with the armor slime you can issue a command telepathically to your slime for help. upon this command the armor slime will shoot out 2d6+intelligence modifier of sharp spikes from your body like an urchin. Your combatants must succeed on a dexterity save of 16 or be stabbed by the spines and suffer 2d6+4 piercing damage the reach of this attack is 5ft all around you additionally if grappled by a third party you have advantage on the next 2 strength checks to resist the grapple before the spikes begin to reseed your movement speed is 20ft when activated but this command can be ended early on a bonus action . This reaction can only be preformed twice a day or risk injuring the Armor slimes stability with its host.
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Description
The armor slime a domestication of the Coffin gray slimes and the ruby maiden slimes this white type of slime birthed from the unpredictability of effects and dangers that come from the red calamity’s long standing effects on our world have caused a number of these creatures to emerge over the years. This newly found slime is best known for its differing of colors and favor with arcane casters and magical beings. unlike its wild counter parts the armor slime do not favor good or evil or openly seek to hurt or hunt rather through years of domestication scholars have discovered a special trait of these slimes they have a natural interest in mana and absorb it as a plant does sun light but due to their complacent nature they do not hunt or devour spell casters but instead seek to form symbiotic relationships with casters melding their slimy membranes to the caster to provide better protection to their hosts these increases can be totally random but if your mana color is a favor to an armor slime that slime will seek to form a bond to better both creatures as a whole, this bond is deeply connected almost as if you are one organism if in the case of an armor slimes death or forced separation it is incredibly unlikely you will ever be chosen to form another bond with a different armor slime as they are rumored to bond for life But if this rare event does occur the host may openly embrace this relationship to live on to a better day but never forgetting that first bond or the host would reject the bond as they can no go on with a clear conscience knowing apart of them is lost forever. The armor slime a casters best friend and greatest protection.
Lair and Lair Actions
Armor Slime’s host.
Lair Actions
On initiative count the Armor Slime can take a lair action at the beginning or end of their hosts turn to cause one of the following effects; the Armor Slime can’t use the same effect until Two rounds have past. These effects are only possible after a close bond is created between slime and host. Dm’s discretion.
- [Antibody production] the Armor Slime can recognize its owner is afflicted with a paralyzing agent, or has been non magically put to sleep on the hosts next turn the armor slime rolls to undo these effects on their hosts body by rapidly producing anti body’s or releasing a smelling salts-esk odor.
- [Hostage Host] If their host is physically grappled for more than three turns the Armor slime can take a lair action to shoot out a straw-like spike against the attacker draining 4d6+4 hit points and transferring those hit points to their host.
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