Guard Slime

by Aevilok

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Red Slime

Medium ooze, unaligned


  • Armor Class 8
  • Hit Points 25 (3d8+12)
  • Speed 10ft.

STR DEX CON INT WIS CHA
11 (+0) 4 (-3) 19 (+4) 1 (-5) 5 (-3) 2 (-4)

  • Damage Vulnerabilities Thunder
  • Damage Resistances Acid, Cold, Fire
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
  • Senses Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 8
  • Party Level 1

Regeneration. The red slime regains 10 hit points at the start of its turn, or 15 hit points while Large.

Aggressive Overregeneration. If the red slime takes 10 or more damage in one round, it expands, becoming Large and regains 15 hit points at the start of each of its turns.

Volatile Membrane. If the slime lacks the room to become Large, or if it takes 10 or more Thunder or slashing damage while Large, it dies.

Slime Burst. When the red slime dies, creatures within 5 feet of it must succeed in a DC 12 Dexterity saving throw or take 8 (1d8 + 4) acid damage.

Actions

Pseudopod. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage, or 9 (2d8) bludgeoning damage while Large

Homebrew by u/AevilokE
Art by Duke Tran (editted)
 

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