All creatures can use their action to take the shove action. (grapple and interact with object require limbs, usually)

Uh oh. The slime looks faintly worried about what would happen if it took more damage. The slime concentrates on not exploding as if concentrating on a spell. If it loses concentration before being reduced to 0 hit points, each creature within 5 feet of it must succeed on a dexterity saving throw or take 14 (4d6) blugeoning damage and be pushed 10 foot back, landing prone. The slime automatically fails this saving throw and is launched in a random direction.

Warm Embrace. Any creature that starts their turn within 5 feet of the boom slime takes 3 (1d6) fire damage.

This slime doesn't want to hurt you. It just wants a hug? All its friends are dead.

Run! If a creature reduces the slime to 0 hit points, it makes a pitiful mewling cry. Nearby slimes are suitably spooked and have the option of using their reaction to become frightened of that creature for a minute. If they become frightened, they can move 30 feet without provoking opportunity attacks.

Agile. The slime can take the dash or the disengage action using a bonus action.

Leap. The slime can make a standing long jump up to 30 feet, and a standing high jump up to 20 feet. It can use its Psuedopod attack in midair. If it does so after moving at least 20 feet, a large or smaller target must make a succesful Dexterity saving throw (DC 13). On a failure, the target is knocked prone and grappled by the slime. On a success, they are pushed backwards 10 feet.

This slime really loves to tackle you to the ground. It can't resist balls of yarn either, weirdly.

Slimeous Oculous: This slime has got a mean glare. In slime societies people mistake them as sentries, when they're actually just looking for friends.

Slimeous Psuedopod: One slime or several? Can't tell with this one. Sure likes to surround you tho.

Eye Slime Medium ooze, unaligned Armor Class 13 (natural armor)

13 (natural armor) Hit Points 65 (10d8 + 20)

65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 14 (+2) 2 (-4) 16 (+3) 1 (-5) Saving Throws Wis +6

Wis +6 Skills Perception +5, Investigation +4

Perception +5, Investigation +4 Condition Immunities charmed, deafened, exhaustion, prone

charmed, deafened, exhaustion, prone Senses darkvision 120 ft. passive Perception 15

darkvision 120 ft. passive Perception 15 Languages Telepathy 30 ft.

Telepathy 30 ft. Challenge 1/2 (100 XP)

Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Keen Sight. The slime has advantage on Wisdom (Perception) checks that rely on sight, and can take the search action as a bonus action.

Actions Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d6 + 3) bludgeoning damage to the target.

Don't Blink.. The slime can focus its gaze on one enemy, granting it truesight of one creature it can see, which lasts until the slime loses line of sight or takes damage. Any slime that the eye slime can telepathically communicate with has advantage on attack rolls against creatures that the eye slime has truesight of.



















Chain Slime Small ooze, unaligned Armor Class 12

12 Hit Points 50 (11d6 + 11)

50 (11d6 + 11) Speed 20 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 12 (+1) 8 (-1) 6 (-2) 1 (-5) Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8

blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages --

-- Challenge 1 (200 XP)

Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb.. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Coordinated Slime The slime goes on the same initiative count as others Chain slimes that it are within 5 feet of. Slimes within 5 feet of each other split damage one of them takes with the other slimes. The slime has advantage on an attack roll against a creature if at least two Chain slimes are within 5 feet of the creature and the slimes are not incapacitated.

Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and the target is grappled (escape DC 12), and pulled 5 feet.

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