Red Slime (5e Creature)

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Red Slime

Small ooze, unaligned


Armor Class 12
Hit Points 10 (3d6)
Speed 20 ft.


STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 10 (+0) 2 (-4) 14 (+2) 2 (-4)

Damage Vulnerabilities cold
Damage Immunities acid, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion}, frightened, poisoned, prone, unconscious
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages
Challenge 1/4 (50 XP)


Charge. If the slime moves at least 15 feet straight toward a target and then hits it with a pseudopod attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage.

Slippery. The slime has advantage on ability checks and saving throws made to escape a grapple.

Standing Leap. The slime's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

ACTIONS

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) acid damage.


A simple, gelatinous creature that swallows anything and everything whole. It takes a long time to digest anything. Red slimes are stronger than both blue and green slimes.

Ooze Nature. A red slime doesn't require sleep.


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