Giant Slime (5e Creature)

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Giant Slime[edit]

Large ooze, unaligned


Armor Class 11 (natural armour)
Hit Points 57 (6d10 + 24)
Speed 25 ft., climb 25 ft.


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 18 (+4) 3 (-4) 6 (-2) 3 (-4)

Proficiency Bonus +3
Damage Resistances acid
Damage Immunities lightning, poison, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralysed, petrified, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages
Challenge 5 (1,800 XP)


Acidic Form. A creature that touches the slime or hits it with a melee attack while within 5 feet of it takes 10 (3d6) acid damage.

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.

ACTIONS

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and 10 (3d6) acid damage.

Acid Spray (Recharge 6). The slime exhales acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. The slime may then immediately use its Split. If the slime cannot use its Split, it cannot use this action.

REACTIONS

Split. When a slime that is Medium or larger is subjected to lightning or slashing damage, it splits into two new slimes if it has at least 10 hit points. Each new slime has hit points equal to half the original slime's, rounded down. New slimes are one size smaller than the original slime.

Giant slimes are large, green oozes that prowl in dark, wet areas like swamps and sewers to find prey. They usually subsist off of fungi and plants, but when a more substantial meal wanders past, they pounce and slay them, dissolving all organic materials before moving on to find other prey. As such, they sometimes contain coins and other valuables from previous victims. Their powerful enzymes can break down almost any organic substance, but stone, metal, and other similar substances are completely untouched. They are unusually quick and intelligent for oozes, hunting with an almost calculated approach, attempting to separate prey, devouring them one by one. It can also vaguely designate hostile creatures from friendly creatures, a trait unheard of in most other oozes.

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