Medium ooze, unaligned
Armor Class 13 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 20 ft.
Slime D 26d 5e Character
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 16 (+3) | 12 (+1) | 2 (-4) | 14 (+2) | 2 (-4) |
Damage Vulnerabilities cold
Damage Immunities acid, poison, psychic
Condition Immunitiesblinded, charmed, deafened, exhaustion, frightened, poisoned, prone, unconscious
Sensesblindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages —
Challenge 1/4 (50 XP)
Charge. If the slime moves at least 15 feet straight toward a target and then hits it with a pseudopod attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage.
Magic is the lifeblood of fantasy. Arguably the dividing line between fantasy and other types of fiction, magic can be strange, mysterious, frightening, comical, or anything in between. And if you’re looking to explore the applications of magic in a fantasy roleplaying campaign, you want to visit the Sorcery Stop! Slime (Is On Your Side) The Sorcery Stop: Slime (Is On Your Side) Read More ». Dungeons And Dragons - 5th Edition: Playable Races, All Playable races from Official books D&D books, with ability scores etc.
Slime D 26d 5e Background
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 20 feet and its high jump is up to 10 feet, with or without a running start.
ACTIONS
Slime D 26d 5e Stats
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) acid damage.