Glass Slime (5e Creature)

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Glass Slime[edit]

Large ooze, unaligned


Armor Class 14 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 20 ft., climb 20 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 16 (+3) 8 (-1) 10 (+0)

Saving Throws Dex +4, Con +6, Wis +2
Skills Stealth +4
Proficiency Bonus +3
Damage Resistances fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages
Challenge 5 (1,800 XP)


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

Transparent. Even when the slime is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a Slime that has neither moved nor attacked. A creature that tries to enter the slime's space while unaware of it is surprised by the slime.

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

Regeneration. The slime regains 5 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack. The slime makes two pseudopod attacks.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Crystallise. The slime loses 20 hit points and gains one of the following properties.
Armour. The slime gains a +3 bonus to its AC, gains resistance to piercing and slashing damage from nonmagical attacks and loses the Amorphous trait.
Bludgeon. Once each turn, if the slime hits a creature with a pseudopod attack, the attack deals an additional 4 (1d8) bludgeoning damage. If this attack scores a critical hit, the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of their next turn.
Blades. Once each turn, if the slime hits a creature with a pseudopod attack, the attack deals an additional 4 (1d8) slashing damage and that attack scores a critical hit on a 19 or 20.
Spikes. Once each turn, if the slime hits a creature with a pseudopod attack, the attack deals an additional 4 (1d8) piercing damage. Additionally, the slime can use its Spikes.
If the slime takes bludgeoning or thunder damage or at least 20 damage from a single attack, roll a d20. On a 1-10, it loses one property of the attacker's choice.

Spikes (Spikes Property Only). The slime fires spikes in a 20-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 10 (4d4) piercing damage on a failed save or half as much damage on a successful one.
After using this action, the slime loses its Spikes property.


A near-transparent slime that appears to be made of liquid glass. They are deceptively intelligent, capable of using stealth, ambushes and traps and possess the ability to crystallise portions of their bodies to use them as weapons and armour. Glass slimes are often found around volcanoes, consuming minerals and soils.

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