Legendary Resistance (2/day). If the slime fails a saving throw, it can choose to succeed instead.
Armor Regeneration (3/day).If the armor is greatly damaged, the slime can choose to instantly repair the armor.
Mineral Consumption. When the slime consumes any mineral, it gains all the properties of the mineral consumed.
Multiattack. The slime makes 3 slam attacks.
Slam. Melee Attack Weapon: +5 to hit, reach 5 ft., one target. Hit: 8 (2d8 + 2) bludgeoning damage.
Deflect or Reflect.The slime can choose to do deflect, change direction of opponent's attack causing 5 (1d10 + 5) force damage, or reflect, directs a beam of light from the armor to the opponent causing blindness and 3 (1d8 + 2) radiating damage/turn (lasts 1-2 turns).
Reaction Name. Enter the description for your action.
The armor slime can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The armor slime regains spent legendary actions at the start of its turn.
Reinforcement. The armor slime can summon 2 ooze with a challenge rating of 4 or less.
Greater Armor (Costs 2 Actions). The slime enforces its armor, adding 2 bonus points to its AC.
Description
In a faraway land of slimes, there once was researcher that researched them, learning more and more each day. The researcher became intrigued by the possibilities of creation and decided to create a slime that can help defend the near towns. However, his experiments didn't go to plan, but in his failure to make this slime, he has created an all new different slime, the armor slime.
Armored UP! Armor slimes are like tanks, taking each blow as if it wasn't their. Their armor can regenerate itself slowly thanks to the regenerative powers of the special ooze from the slime. Armor slimes may be slow but can give out a strong attack. The hardiness of the armor can vary from the slime's diet.
Higher Rarity, Better Quality. An armor slimes' hardiness can vary and also their cost. Armor slimes are only found in the land of slimes making them always hunted and expensive, mostly its armor. The cost of the slime's armor can depend on its quality and the material its made of.
Ooze Nature. The slime does not require to sleep.
Lair and Lair Actions
Armor slimes lair is the Land of Slimes, where they control many of the mineral deposits. They surround themselves with tall grass and tress in which they and other slimes live.
They try to make their homes far away from town and cities as possible to not be hunted.
Lair Actions
On initiative count 20 (losing initiative ties), the armor slime takes a lair action to cause one of the following effects; the armor slime can't use the same effect two rounds in a row:
- A stampede of slimes erupt out of the tall grass. Each none-ooze creature that moves into the range of the stamped of 10 ft. must make a DC 16 Dexterity saving throw. Creatures that fail are prone. The stampede last until initiative count 20 of the next round.
- The slime targets an area with a target you see within 90 ft. of the slime. You control the mineral deposit around the target to rise and suffocate or trap them. This trap lasts until initiative count 20 of the next round.