Spiked Jungle Slime (5e Creature)

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Spiked Jungle Slime

Medium ooze, unaligned


Armor Class 14 (natural armor)
Hit Points 30 (4d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 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 12
Languages
Challenge 1 (200 XP)


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.

ACTIONS

Multiattack. 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.


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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