Spiked Jungle Slime (5e Creature)
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Spiked Jungle Slime
Medium ooze, unaligned Armor Class 14 (natural armor)
Damage Vulnerabilities cold Charge. If the slime moves at least 20 feet straight toward a target and then hits it with a pseudopod attack on the same turn, the target takes an extra 4 (1d8) 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 30 feet and its high jump is up to 15 feet, with or without a running start. ACTIONSMultiattack. The spiked jungle slime makes two poison spike attacks. Poison Spike. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A creature poisoned this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) acid damage.
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A simple, gelatinous creature that swallows anything and everything whole. It takes a long time to digest anything. Frequent consumption of toxins and thorns has resulted in a slime covered in venomous spikes. A small rose vine grows in the slime's core, the symbiotic source of its thorny projectiles. Ooze Nature. A spiked jungle slime doesn't require sleep. |
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