Green Slime Ooze (5e Creature)
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Green Slime Ooze[edit]
Medium ooze, unaligned Armor Class 8
Skills Stealth +0 Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Corrode Metal. Any nonmagical weapon made of metal or wood that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the ooze is destroyed after dealing damage. Consume Corpse. The ooze touches the corpse of a creature that died within the past day. If the ooze spends at least 1 hour eating the corpse, it regains 26 hit points. If the ooze has all of its hit points remaining, it instead gains 6 temporary hit points and creates 5 (2d4) patches of green slime (see "Dungeon Hazards" in chapter 5 of the Dungeon Master's Guide) in unoccupied spaces within 30 feet of it that it can see. For 1 hour, the green slime has advantage on all Strength and Constitution ability checks and saving throws. False Appearance. While the ooze remains motionless, it is indistinguishable from an out-of-control growth of normal green slime. Regeneration. The ooze regains 10 hit points at the start of its turn. If the ooze takes fire or radiant damage, this trait doesn't function at the start of the ooze's next turn. Slimy Death. When the ooze dies, it explodes, spraying slime everywhere. Each creature within 10 feet of it must make a DC 15 Dexterity saving throw, taking 10 (4d4) acid damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is covered in acidic slime for 1 hour or until a creature uses an action to scrape or wash the acid off itself or another creature. A creature covered in acid takes 10 (4d4) acid damage at the start of its turns. 10 (3d6) patches of green slime appear within 30 feet of the dead ooze's space. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The ooze takes 10 radiant damage when it ends its turn in sunlight. While in sunlight, the ooze has disadvantage on attack rolls and ability checks. ACTIONSPseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 11 (2d10) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Hurl Green Slime. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d10) acid damage, and the creature is covered by green slime. Miss: A randomly determined 5-foot square within 5 feet of the target is covered by a patch of green slime.
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When a patch of green slime gets thick and overgrown, its hunger for flesh increases. The slime starts devouring the full bodies of living creatures. As it consumes more and more sapient creatures, the slime starts to gain a passable level of sapience. What was originally an infestation of a dungeon mold is now a shambling, malleable monstrosity, ready to corrode and consume anything unfortunate enough to come across it. |
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