User:98hockeyboy
Dreamlord Slime[edit]
Large ooze, chaotic evil Armor Class 15 (natural armor)
Saving Throws Constitution +6 Charge. If the Dreamlord 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 Dreamlord Slime has advantage on ability checks and saving throws made to escape a grapple. Standing Leap. The Dreamlord Slime's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. ACTIONSPseudopod. 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 Dreamlord 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. (Recharge 5-6) Dream Spray. The Dreamlord Slime release pent of noxious gasses from inside it with a potent psychic modulatory effect. All creatures in a 20 foot radius of the slime must make an intelligence saving throw (DC 15) and take 6d8 (28) psychic damage, or half as much on a successful save. On a failed saving throw, creature's vision is obscured by hallucinations and is blinded. They may repeat their saving throw at the end of each turn. REACTIONSBud. When the Dreamlord Slime takes to 15 or more damage in a single turn, it spawns a blue slime. Dream Spray. When the Dreamlord Slime suffers a critical hit, it may use its reaction to use Dream Spray, even if the ability has not been recharged. LEGENDARY ACTIONSThe Dreamlord 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 Dreamlord Slime regains spent legendary actions at the start of its turn. Attack. The Dreamlord Slime makes one pseudopod attack. |
Slimes normally aren't intelligent, but occasionally they merge together to become a powerful force to swallow all things. A Dreamlord 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. Ooze Nature. A Dreamlord Slime doesn't require sleep. Variant: Spiked SlimesSome Dreamlord Slime 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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