Flechette Slime (5e Creature)

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Flechette Slime

Medium ooze, unaligned


Armor Class 8
Hit Points 30 (4d8 + 12)
Speed 10 ft., climb 10 ft.


STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 17 (+3) 2 (-4) 5 (-3) 1 (-5)

Damage Resistances acid, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
Languages
Challenge 1/2 (100 XP)


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

Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spiked Hide. At the start of each of its turns, the slime deals 5 (1d10) piercing damage to any creature grappling (or grappled by) it.

ACTIONS

Pseudopod. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) piercing damage, plus 3 (1d6) acid damage.


The flechette slime is a gelatinous, translucent red orb that rolls around sluggishly and corrodes anything in its path. The ooze is named for the countless metal shards collected from its aimless wandering, accidentally absorbing armor and making it sharp and brittle. They use these spikes involuntarily as a form of defense, completely oblivious to this deadly ability. They are found in caves and dungeons, and are favoured pets of hobgoblins, prized for their accidental brutality and used to guard ancient tombs.


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