Grimer (5e Creature)

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Grimer[edit]

Medium ooze, chaotic evil


Armor Class 8
Hit Points 59 (7d8 + 28)
Speed 10 ft., climb 10 ft.


STR DEX CON INT WIS CHA
16 (+3) 7 (-2) 18 (+4) 1 (-5) 1 (-5) 5 (-3)

Saving Throws Str +5, Con +6
Damage Vulnerabilities psychic
Damage Immunities acid, poison
Condition Immunities charmed, exhaustion, poisoned
Senses passive Perception 5
Languages Common, Ooze
Challenge 3 (700 XP)


Amorphous. The grimer can move through a space as narrow as 1 inch wide without squeezing. It can also seep in through 5-foot dirt or wooden walls eating it away as it passes through.

Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d6) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -6, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 2 rounds.

Stench. Any creature within 15 ft will smell a smell so awful, it can cause fainting. Any targets entering 15 ft within Grimers's range must make a DC 8 Constitution check or be paralyzed for two rounds. On a successful roll the targets are immune to the stench for 12 hours. Plant based creatures are instantly poisoned.

Poison Touch. Anything the Grimer touches receives and additional +2 hit points of damage, Any plant based object or living thing the Grimer touches will begin to rot profusely.

Gluttony. The more the Grimer eats the bigger it gets, if it kills and succesfully devours a target all of its stats increase by +1 temporarily.

ACTIONS

Pseudopod Arms. Melee Weapon Attack: +3 to hit, reach 15 ft., two targets. Hit: 8 (1d6 + 2) Acid damage. The Grimer may attempt a single grapple for one target in particular, it has an advantage on this role.

Sludge Bomb. Ranged Spell Attack: +6 to hit, range 10/20 ft., one target. Hit: 14 (1d8 + 6) Poison damage.

Poison Gas. Ranged Spell Attack: range 80/320 ft., one target. Hit: All targets within 10 ft of Grimer must succeed on a DC 14 Constitution check, on a failure the target must receive 8 (1d4+4) worth of Poison damage and you are poisoned for 1d4+1 rounds, receiving 1d4 worth of damage for each round.


Grimers are gluttonous creatures that feed off of ooze and rotting flesh. This combo of a meal gives their pudding like skin an unnatural purple tone. When grimers are in a group; keep cautious as Muk may be nearby. Grimers are normally found in dungeons feasting on the carcasses of fallen warriors. When enough food has been consumed by the ooze; it will metamorphosize into Muk gathering an army in its wake. Grimers hold tight and don't let go of warriors; quickly bringing them to the leading Muk and providing food for the colony.

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