Handbook of Slime Rheology

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The Handbook of Slime Rheology

A couple of viscosity inspired oozes

Quick play: Into the Crystal Caverns (lvls 1 - 4)

How to use

  • See page 9 for more details.
  • [Encounter #] = 2d4 + total PC levels in party + [x]*
  • x = 1, +1 for each time you roll, (as you go deeper)
  • No long rests. Even numbered roll means that after the encounter, it is a suitable location for a short rest.
  • After 3 rolls, you are deep enough to encounter Tarr. use the Tarr table for encounters number 15 and 26-31.

Rewards

  • Collect mosaic slimes, worth 250 gp (award in leu of gold) and can be consumed for the effects of a healing potion.
  • Killing the Tar slime awards a bounty of 1000 gp (you're unlikely to do this unless you're lvl 4), and one random slime as a pet. (typically a Rock slimes)
  • You gain a level after a run through the Caverns at levels 1 or 2. At levels 3 or 4 you level up after defeating Tar slime.
Encounter table
# Enviroment and notes Composition Exp
7 Plain tunnelway sloping downwards 3x Bubble/Honey 150
8 Room filled with stalactites 2x Boom 150
9 Tunnel dips down and then back up - stagnant pool 4x Bubble/Honey 200
10 Open room with stubby stalagmite in center 1x Worm/Pounce/Pudding/Rad 200
11 High ceiling, but narrow passageway 3x Bubble 1x Fly/Eye 250
12 drop down from a ledge into a relatively flat alcove 2x Bubble, 1x Rock/ Whip 300
13 Dead end in tunnel 2x Rock/Whip 300
14 Wide room with many stubby stalagmites and a raised path 3x Eye 300
15 Sharp spiral ramp with open central area 1x Eye, 4x Honey, 1x Fly 400
16 One solitary slime in the middle of the room (Pounce slime hiding) 1x Pounce, 1x Rock 450
17 Passageway narrows, squeeze through a hole in the ground 1x Crystal/Pool 450
18 Large room with stone bridge (10 ft. wide), brackets on the sides 2x Bubble, 1x Pounce 500
19 A couple of small-ish chutes in the walls and ceiling (slimes come out) 3x Whip/Rock 600
20 Long passageway with thin veil-like columns 2x Worm/Pounce 600
21 Ledge with an oblivious boom slime and water below. 1x Crystal, 1x Boom 750
22 huge ravine with circular plateau in the middle 5x Honey, 5x Bubble 750
23 Wide tunnel with several pillars near the sides 4x Whip/Chain 800
24 Floating island in Chasm with a bridge going above you 4x Bubble, 4x Honey, 2x Fly 900
25 Few stalagmites with a thick fog 2x Pounce, 2x Eye 1000
26 Open area with a few graceful natural arches 2x Worm/Pounce, 4x Bubble 1000
27 Magnificent chasm with waterfall, path is a ledge 5x Bubble, 1x Pool 1150
28 Spherical cavity with holes in the ceiling 6x Whip/Chain 1200
29 Find a slime nesting area with a pool 2x Crystal/Pool 1350
30 A huge hall with makeshift stone tables 3x Worm, 3x Boom 1500
31 Massive chasm with a land bridge to a floating island 1x Pudding, 3x Pounce 1600
Tarr Encounter table
# Enviroment and notes Composition Exp
15 Sharp spiral ramp with open central area 1x Tar 700
26 Open area with a few graceful natural arches 1x Tar, 1x CR 1/8th slime 1088
27 Magnificent chasm with waterfall, path is a ledge 1x Tar, 1x CR 1/4th slime 1125
28 Spherical cavity with holes in the ceiling 1x Tar, 1x CR 1/2th slime 1200
29 Find a slime nesting area with a pool 1x Tar, 1x CR 1 slime 1350
30 A huge hall with makeshift stone tables 1x Tar, 1x CR 2 slime 1550
31 Massive chasm with a land bridge to a floating island 1x Tar, 1x CR 1/8th slime,
1x CR 1/4th Slime
1725
Slimeous Rheopecta (major):

This slime variant is quick to the fight but slowly loses energy as the fight goes on.


Rock Slime

Medium ooze, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 36 (10d8)
  • Speed 35 ft. (equal to current hit points, at least 5 ft.)

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 6 (-2) 1 (-5)

  • Damage Resistances force
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages --
  • Challenge 1/2 (100 XP)

Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing. The slime loses this ability when its natural armor AC is 15 or more.

Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. The slime loses this ability when its natural armor AC is 15 or more.

Rheopectic Hardening. The first time each turn the slime, bludgeoning, slashing, or piercing damage, the AC of its natural armor increases by 5. If the triggering damage was force or cold, increase the AC of its natural armor by 10. Once the slime's natural armor AC reaches 25, the slime is petrified.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage or 6 (1d6+2) bludgeoning damage if the ooze's natural armor AC is 15 or more.














Slimeous Rheopecta (minor):

The Honey slime is a baby Rheopectic Slime. Its young, oh so naive, and thus attempts to cuddle with anyone it can.


Honey Slime

Small ooze, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 21 (6d6)
  • Speed 20 ft. (equal to current hit points, at least 5 ft.)

STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 10 (+0) 2 (-4) 6 (-2) 8 (-1)

  • Damage Resistances force
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages --
  • Challenge 1/8 (25 XP)

Rheopectic Hardening. The first time each turn the slime takes force, bludgeoning, slashing, or piercing damage, the AC of its natural armor increases by 5. If the triggering damage was force, increase it by an additional 5. Once the slime's natural armor AC reaches 20, the slime is petrified and regains all its hitpoints.

Actions

Glomp. The target must make a DC 11 Strength check or the Slime is considered to be grappled by the creature. This grapple only ends if the target or a creature adjacent to the target uses an action to pull the slime off, which takes a succesful DC 11 Strength check. If the target is already grappling two slimes, the third slime restrains the creature. These grapples do not end if the slime is petrified.

Slimeous Thixotropia:

While the Rock Slime Gets weaker as it get tougher, the whip slime gets stronger. Kill them off quickly if possible.

Slimeous Viscoelastia:

These horrible slimes will attatch to your head and flow down your throat.


Whip Slime

Medium ooze, unaligned


  • Armor Class 13
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft

STR DEX CON INT WIS CHA
11 (+0) 16 (3) 14 (2) 2 (-4) 6 (-2) 1 (-5)

  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages --
  • Challenge 1/2 (100 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.

Thixotropic acceleration. The slime takes 3 (1d6) bludgeoning damage each time it attacks. If the slime has half of its hit points or fewer, attack rolls against the slime are at disadvantage.

Actions

Multiattack If the slime has half of its hit points or fewer, the slime can make two attacks with its tendril.

Tendril. Ranged Weapon Attack: +6 to hit, range 20 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage to the target.

Reactions

Unstable Matter (1/Day) When the slime would take damage that would reduce it to 0 hitpoints, it first gains 10 hitpoints , and must make an additional pseduopod attack at each creature within range.










Worm Slime

Small ooze, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 63 (14d6 + 14)
  • Speed 35 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
  • Senses 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.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12), but can still move at half its speed. Until this grapple ends, the target is blinded, and the slime can't use its psuedopod on another target.

Ingestion (Recharge 6). One humanoid that the slime is grappling must succeed on a DC 13 strength saving throw or be possessed by the slime; the slime dissapears down the target throat, and the target is incapacitated and loses control of its body. The slime now controls the body but doesn't deprive the target of awareness. The slime can't be targeted by any attack, spell, or other effect and it retains its Intelligence, Wisdom, Charisma, and immunity to being charmed and blinded. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

   The target can make a strength contest against the slime each turn, incapacitating the slime on a success. If the target takes 10 damage or more on a single turn, the target can make a DC 14 Constitution saving throw at the end of that turn to regurgitate the slime, which appears in a space within 10 feet of the target.

Slimeous Coagulata (major):

The slime has the ability to decentralize its consciousness to suit the situation at hand.

Slimeous Coagulata (minor):

These small little tykes were thought to be of a different genus (Slimeous plastibinghamia) until recently.


Bubble Slime

Small ooze, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 10 (4d6 - 4)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 8 (-1) 2 (-4) 6 (-2) 8 (-1)

  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
  • Languages --
  • Challenge 1/8 (25 XP)

Actions

Pseudopod: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage for every 10 hit points it has.

Reactions

Merge: If damage reduces the slime to 0 hit points, it must make a Dex saving throw with a DC equal to 5 plus the damage taken. On a success, the slime increases the max health of a slime within 10 feet of it by 10 and heals it for the same amount.


Pool Slime

Large swarm of small oozes, unaligned


  • Armor Class 13, 7 (Pool form)
  • Hit Points 82 (8d10 + 40)
  • Speed 35 ft. (15 ft.)

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 15 (+3) 2 (-4) 6 (-2) 8 (-1)

  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
  • Languages --
  • Challenge 2 (400 XP)

Swarm Form. When in swarm form it can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small slime. When in swarm form it automatically fails saving throws on area of effects that target its entire space, and gains resistance to blugeoning, piercing, and slashing damage.

Pool Form. When in the form of a single Large slime, it has vulnerabilty to piercing weapons, its speed is 15 feet, its Strength and Dexterity are swapped.

Actions

Multiattack In swarm form, it can make 2 attacks with its Pseudopod attack and one Reform. In pool form it can make one Pseudopod attack with Reach 5 ft., one target.

Reform (Swarm Form only): The slime reconsolidates from a swarm into a single Large slime. Any creature that was in the swarm's space must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. On a failed save, the creature takes 10 (3d6) acid damage and is engulfed.

  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. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the slime.

Pseudopod: Melee Weapon Attack: +5 to hit. Reach 0 ft., one creature in the slime's space. Hit: 9 (2d6 + 3) blugeoning damage plus 3 (1d6) acid damage, or 6 (1d6 + 3) blugeoning damage if it is in swarm form and has half of its hit points or fewer.

Reactions

Coagulate. When the slime is targeted with an attack it swap to its Swarm form.

1
PART 1 | FANCINESS
Slimeous Meowiaia:

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


Pounce Slime

Medium ooze, unaligned


  • Armor Class 12
  • Hit Points 45 (10d8 )
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 11 (0) 2 (-4) 6 (-2) 8 (-1)

  • Condition Immunities blinded, exhaustion, prone
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
  • Languages --
  • Challenge 1 (200 XP)

Leap. As a bonus action, the slime can make a standing long jump up to 15 feet (without expending movement). If it jumps for the maximum distance, a large or smaller target 5 feet in front of the slime must make a successful Dexterity saving throw (DC 13). On a failure, the target is knocked prone. On a success, they are pushed backwards 10 feet.

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

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.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.













Slimeous newtonia (minor):

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


Boom Slime

Medium ooze, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 45 (10d8)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 10 (0) 2 (-4) 6 (-2) 8 (-1)

  • Saving Throws Con +2
  • Damage Immunities fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages --
  • Challenge 1/4 (50 XP)

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

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.

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)
  • Hit Points 18 (3d8 + 5)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 14 (+2) 2 (-4) 16 (+3) 1 (-5)

  • Saving Throws Wis +6
  • Skills Perception +5, Investigation +4
  • Condition Immunities charmed, deafened, exhaustion, prone
  • Senses darkvision 120 ft. passive Perception 15
  • Challenge 1/4 (50 XP)

Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It can dangle from the ceiling by a tendril which it can use to lower itself by up to 15 feet.

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

Unnerving Stare. One creature that the slime can see must make a DC 13 Wisdom saving throw. On a failure the creature takes 2 (1d4) psychich damage and the slime gains truesight on that creature, which lasts until the slime loses line of sight, takes damage, or it gains truesight on another creature.

Eyebite. The slime chooses one creature that it has truesight of. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.










Chain Slime

Small ooze, unaligned


  • Armor Class 12
  • Hit Points 45 (10d6 + 10)
  • Speed 10 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
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages --
  • Challenge 1/2 (100 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 highest initiative count of the chain slimes that it are within 5 feet of. At the start of its turn, the slime can re-balance health across all adjacent chain 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: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, and the target is grappled (escape DC 12), and pulled 5 feet.

Reactions

Huddle. If this slime has at least two chain slimes within 5 feet of it, it can hundle together to reduce the damage of an effect that requires it to make a dexterity saving throw. If the slime is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails .

Slimeous molda:

This slime has the strange ability to flatten - becoming a microfluidic conduit for other slimes!

Slimeous boyanta and Slimeous crystalin

As if a flying slime wasn't bad enough, it hotdrops slimes to your face. Cheerfully. Its preferred ammunition is crystal slimes, which otherwise have difficulty getting close enough for group hugs.


Pudding Slime

Medium ooze, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 85 (13d8 + 26)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 18 (+4) 6 (-2) 1 (-5)

  • Condition Immunities blinded, deafened, exhaustion, prone
  • Senses blindsight 30 ft. (blind beyond this radius), tremorsense 5 ft. passive Perception 8
  • Languages Deep Speak
  • Challenge 1 (200 XP)

Fluid Channels. An attack made against the slime in flat form is made on a 5 ft by 5 ft segment, which can deal maximum of 10 damage before that part of the slime is destroyed. Any creatures grappled or restrained in that space are released, and that space isn't considered to be the space of the slime until the start of the slime's next turn.

Actions

Multiattack. The slime use its Melt action, or it makes a Psuedopod attack on each creature in its space.

Psuedopod. (flat form only) Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the slime's space. Hit: 9 (2d6 + 2) bludgeoning damage and the target is restrained.

Melt. The slime melts into a puddle. In its flat form the slime's speed is 0 feet, it's size changes to gargantuan (occupying 25 5x5 feet squares) and it takes up its entire space. Creatures in this space are grappled by the slime (DC 13)


Slime Fly

Large ooze, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 45 (10d10)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
11 (0) 14 (+2) 11 (+0) 2 (-4) 6 (-2) 8 (-1)

  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
  • Languages --
  • Challenge 1/2 (50 XP)

Compatible Rheology. The slime can carry 4 medium or smaller slimes, which occupy the same space as the slimefly and have total cover.

Actions

Eject: Ranged Weapon attack, +4 to hit. Range 20/40 ft. If available, a slime that the Slime Fly is carrying lands within 5 feet of the target of the attack. Hit: 6 (1d8 + 2) blugeoning damage and that slime can use its reaction to make an pseudopod attack if it has one.


Crystal Slime

Small ooze, unaligned


  • Armor Class 10 (natural armor), 15 (Hard shell)
  • Hit Points 55 (10d6 + 20)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
13 (+2) 9 (-1) 15 (+2) 2 (-4) 6 (-2) 8 (-1)

  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
  • Languages --
  • Challenge 2 (450 XP)

Hard shell. The slime gains 10 temporary hit points at the start of each turn. While it has these hit points, the slime has resistance to magic damage and +5 to AC.

Actions

Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., all targets in range. Hit: 9 (2d6 + 2) piercing damage.

1
PART 1 | FANCINESS
Slimeous Curian:

This slime emits an eerie aura that saps the will of those around it. Slimes seem strangely unaffected.

Slimeous Tartartar:

This evil slime is the bane of the others, which avoid it like the plague. I wonder why?


Rad Slime

Medium ooze, unalighned


  • Armor Class 16 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 13 (1) 2 (-4) 6 (-2) 8 (-1)

  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 30 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.

Debilitating Aura. A creature that is not a slime that starts their turn within 10 feet of the slime must save on a DC 13 Constitution saving throw or gain a level of exhaustion. All levels of exhaustion gained through this trait are lost once the creature moves out of range of this trait.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d6) fire damage and 6 (2d6) radiant damage.


Tar Slime

Large Ooze, chaotic evil


  • Armor Class 14
  • Hit Points 114 (12d10 + 48)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 8 (-1) 8 (-1) 16 (+3)

  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
  • Languages --
  • Challenge 3 (750 XP)

Death Tar. Creatures inside the slime can't be seen from the outside, have total cover, are blinded, and are grappled (escape DC 15). A creature within 5 feet of the slime can take an action to pull a creature or object out of the slime. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) necrotic damage. A creature that starts its turn inside the slime makes a death saving throw. They don't gain one hit point on a roll of a 20, and when they would become stable their death saving throws reset.

Terrible Agglomeration. An slime that is subject to the Death Tar effect insantly dies, and the Tar slime gains that slimes traits, senses, actions, speeds, and reactions. The Tar slime gains half the hit points of the target as temporary hit points. Its AC cannot be raised above 15 by this trait.

Actions

Multiattack. The slime makes 3 Slag attacks at different targets.

Slag. Melee Weapon Attack: +5 to hit, reach 20 ft., one target or one 5 ft. by 5 ft. section of terrain. Hit: 7 (1d8 + 3) bludgeoning damage. On a hit the target is pulled 5 feet towards the slime, into the slime if it started within 5 feet. On a miss or if the target was terrain, the slime is pulled 10 feet closer to the target. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube.

Slough. Any creature inside the slime take 21 (6d6) necrotic damage. The slime removes one negative condition affecting it.

Module Rules

While quick play is for a simple dungeon dive, you can integrate these slimes into your adventure as a feature

Module Summary (show to players)

You're travelers from the east, come to participate in the Slime Rush! Precious "Mosaic" slimes have been discovered in caves all around the city, and adventurers have been journeying down into these depths, attempting to gather them up to resell at the surface. Its dangerous work, but those who succeed return with fame and fortune.

You're a group of childhood friends looking for work after your town was destroyed by some crazy implausible event. You hope this will be the start of your career as adventurers. Little do you know... something unnatural is happening below.

Preamble (Read to players)

As your party makes their way to the town of [Slime County], you bump along other adventurers on their way. They bring with them the smell of opportunity, of comradaire and competition, of gold to be earned and a fortune to be had.

Strolling through the outskirts of town, your party finds but a hodgepodge of tents, hastily constructed taverns, and newly created roads. The influx of travelers has brought much work to the local carpenters, blacksmiths, and taverns.

You enter the center of this sprawl, meet your contact, a dwarvern guide called [Alaxal], who takes you down to the entrance of the mines, and tells you about whats been happening as of late: how this used be a smaller mining town, how the mines were always coinhabited by the slimes, but now they were getting aggressive and moving up from the depths.

"Well.. here you have it. Down this 'ere tunnel you'll get to the mining station. Further past that it should lead into the crystal caverns. Look out for 'em Mosaic Slimes, in a pinch you'cn quaff 'un fer some health but they sell for 50 gilds apeice up above." After a bit of an awkward pause, you pay the guide his commission, and move to enter the mines.

"Oh by the way... try not to delve too deep. We've been hearing of something dangerous down deep, might have to do with the slimes"

Clues

It turns out that the reason why the slimes have been pushed out is because the fungus that they feed out is dying out, and they are being attacked by Tarr slimes, which is what happens when slimes resort to cannibalism. This mystery is represented by a skill challenge (DC15, at least 3 successes before 3 failures). Here are some things that proc a roll:

  • Attempting to socialize with the slimes
  • Dissecting a slime (discovers incompatibility of the slime)
  • Generally, anything to do with investigating slime ecology
  • Making a discernible effort to learn more about the slimes by talking to Splash or your guide
  • Attempting to feed a slime with fungus found in the upper levels of the mind.

Using a spellslot while doing one of these things will result in an automatic success.

Layout

First 2 fights

Use the pre set up encounters in the first section, or an encounter generator such as kobold fight club to determine the composition of the first two fights.

Rest stop

After you get through two or so encounters, you can get to the rest stop. There you can meet Splash, an axolotl adventurer who had come this way before with a party. His party has moved on their own adventurers, and now Splash is here researching the slimes. He's working on a way to properly harness the magical properties of the mosaic slimes, and has a couple in stock (# = player level) that he's willing to pay the party with if they agree to help on his research.

Splash will warn the players that although this is a rest stop, there are frequently incursions from the slimes and its not a safe place to rest more than a couple hours.

3rd Fight

If, anytime during the 3rd encounter they gain another clue, they are able to reach an understanding with the slimes. The encounter ends, the slimes disperse, and a slime of a CR 1/8th approaches them and attempts to communicate with the party about their problem. The slime will lead them to the next encounter (where they gain surprise on the tarr slime) and fight with the party.

# of clues Slime CR Suggested pet
3 CR1/8 Honey
5 CR1/4 Eye
7 CR1/2 Rock
9 CR1 Worm

Tarr encounter

The Tarr encounter usually has some other slimes that with it. I recommend spawning the encounter in a somewhat enclosed area, where the tarr has a chance to catch the other slimes and consume them.

If the party is able to defeat the tarr and their pet survives, they can keep it as a pet. Similarly, if the party hasn't obtained enough clues but manages to save one of the encounter slimes, they can keep it as pet.

Other rewards

After killing the slime and taking a sample of its substance, you can return to Splash who analyzes it and confirms the dark secret of the tarr. Later on you can send resources back to Splash.

Splash will to try to help the slimes by growing their food and feeding the slimes, and try to convince adventurer's to hunt and kill tar slimes through bounties. After several months and a total of 10000 gold you can set up a stronghold in these caverns for you and your slime buddies.

FAQ and Resources

Slimes by CR

CR Name AC HP Speed Behavor
1/8 Bubble 12 10 25 Mob
1/8 Honey 10 21 <20 Mob
1/4 Boom 12 45 35 Hug
1/4 Eye 13 32 30 Astute
1/2 Chain 12 50 20 Mob
1/2 Fly 13 45 30 Astute
1/2 Rock 10 36 <35 Frolic
1/2 Whip 13 65 30 Hug
1 Pounce 12 55 30 Ambush
1 Pudding 14 85 20 Hug
1 Worm 14 63 35 Ambush
1 Rad 16 65 25 Frolic
2 Pool 13/7 82 35 Hug
2 Crystal 10/15 55 35 Frolic
3 Tar >14 >114 10 Tarr

Slime Behavior

Slimes have 5 basic behaviors:

Hug. These slimes are the simplest- and will make a beeline for the nearest creature they can attack. They will spread the attack somewhat and would prefer to pick targets that aren't yet being attacked if they can (they like the individual attention)

Mob. These slimes collectively choose one target to focus on, and charge towards them. Once picking a target they don't change focus unless all of them do.

Astute. These slimes tend to hide before combat begins, and stay at range. Eye slimes prefer to confer a bonus to their friends through their Don't blink action and Fly slimes will stay at range and pelt enemies with slime (or other slimes, if available)

Ambush. These slimes tend to hide before combat begins, but do so mostly to get the jump on their enemies. Other slimes can exhibit this behavior as well, but do so more rarely. Slimes with Amorphous and Spider Climb traits do well.

Frolic. These slimes behave kind of carefree - They will attack when attacked but aren't immediately hostile. They otherwise don't have any particular noteable combat pattern.

Rule Clarifications

Tarr Encounters

Describe the Tarr engaging with another slime, and describe some of the attributes of the slime being adapted by the Tarr. The slime may try to put up a fight with the Tarr, giving the party some time to attack the Tarr without being focused.

Slimefly interactions

Slimes in a slimefly can exit the slime of their own volition, falling to a space directly below the slime (and taking fall damage when applicable). A slimefly with no slime in it can still use its ranged attack, and just flings projectile slime.

In the first turn, the slimefly can only fling one slime, whereas all the slimes in it could potentially go. For encounters involving a few slimefly loaded with other slimes, you can consider letting a carried slimes use the slimefly's attack be expending both reactions.

Chain Slime and CR

You can run this mostly assuming the chain is preserved, and calculating a hit point pool of 200 (assuming 4 slimes). The hit points of each piece is made an even number for this reason. Then when the slime chain is broken, you can divide up the remaining hp equitably.

The CR for the chain slimes assumes that you the players don't fight the chain slime while it is combined - doing so makes it better modeled as a single higher CR creature which is much deadlier.

Honey Slimes and nonlethality

Honey slimes are great for adventurers getting their feet wet but require other threats to be relevant. If a encounter requests an encounter with few other threats, you should add some environmental hazards or traps. This is also somewhat true for Worm slimes (a narrow cliff over an underground chasm tends to increase the tension)

Boom Slimes actionless

Not a typo, Boom slimes just don't have any meaningful attacks! Remember, all creatures can take the shove action or dodge action although I think boom slimes are generally more eager to attempt the latter.

Image Albums

Found mostly through google search: Battlemaps, Backgrounds, and Tokens

Changelog (v4)

  • Adjusted the stats of some the slimes that felt hard/easy (namely pool and tarr)
  • Fixed formatting issues, some misc typos
  • Added module rules

Credits

Art from Slime rancher, Tim Fish, DeltaDragon7997

Created by _Metabot.

Special thanks to Wick, who ended up reviewing most every slime. Kudos!

Thanks to the Discord of Many Things, for feedback and guidance.

 

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