King Slime (5e Creature)

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King Slime[edit]

Huge ooze, chaotic evil


Armor Class 14 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 45 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 7 (-2) 16 (+3) 8 (-1)

Saving Throws Con +7
Proficiency Bonus +3
Damage Vulnerabilities cold
Damage Immunities acid, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone, unconscious
Senses blindsight 90 ft. (blind beyond this radius), passive Perception 13
Languages
Challenge 7 (2,900 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 11 (2d10) 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 40 feet and its high jump is up to 20 feet, with or without a running start.

ACTIONS

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 9 (2d8) acid damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained.

Engulf. The slime makes one pseudopod attack against a Medium or smaller target it is grappling. If the attack hits, the target is also engulfed, and the grapple ends. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the slime's turns. When the slime moves, the engulfed creature moves with it.
If the slime takes 30 damage or more on a single turn from the swallowed creature, the slime must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the slime. If the slime dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

REACTIONS

Bud. When the slime takes to 15 or more damage in a single turn, it spawns a blue slime.

LEGENDARY ACTIONS

The slime can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The slime regains spent legendary actions at the start of its turn.

Attack. The slime makes one pseudopod attack.
Teleport. The slime magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled or engulfed, up to 60 feet to an unoccupied space it can see.
Swallow (Costs 2 Actions). The slime uses its Engulf.

Slimes normally aren't intelligent, but occasionally they merge together to become a powerful force to swallow all things. A king slime is an incredibly dangerous variety of slime, able to swallow a human whole. Its thick viscous body can resist struggling from prey it consumes. If an adventurer is found alone, It gets to a vantage point higher than the target and drops onto them causing them to weaken and perish.

Variant: Spiked Slimes

Some king slimes create spiked blue slimes when they use their Bud. The slimes have the following attack in addition to their normal actions:

Slimy Spike. Ranged Weapon Attack: +4 to hit, range 20/40 ft., one target. Hit: 3 (1d6) piercing damage plus 3 (1d6) acid damage.

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