Common Slime
By far one of the most common creatures adventurers will face in the depths of a dungeon or cave, common slimes are the textbook example of a "monster". With their lack of any discernible intelligence and relatively weak stature, these creatures are the perfect targets for an up and coming adventurer to prove themselves against.
Strength in Numbers. When two slimes encounter one another, their natural instinct to grow and consume drives them to merge together. When enough slimes come together as one, they form a greater common slime. Rookie adventurers often seek out these greater slimes to prove themselves. As a result, greater slimes are often found with weapons, treasure, and bones floating within their gelatinous forms.
Elemental Adaptability. Due to a bizarre magical phenomenon, common slimes absorb certain elemental energies as they are struck by them, permanently transmuting them into an elemental slime. When this happens, their translucent blueish-gray forms change color and adopt the characteristics of the element they were struck by.
Common Slime
Medium ooze, unaligned
- Armor Class 8
- Hit Points 15 (2d8 + 6)
- Speed 15 ft., climb 15 ft.
STR DEX CON INT WIS CHA 10 (+0) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 1 (-5)
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Challenge 1/8 (25 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.
Elemental Shift. When the slime takes cold, fire, lightning, or necrotic damage, it gains resistance to that damage type and its attacks deal that damage type instead of acid damage for a number of minutes equal to the damage it took, after which it reverts to its original state. During this time, the slime will not change elements as a result of taking elemental damage.
Actions
Psuedopod. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d6) acid damage.
Reactions
Merge. If the slime enters the space of another slime, it can merge with it as a reaction, increasing its hit point maximum by a number equal to the other slime's total remaining hit points. If this merge would increase its hit point maximum to 30 or more, the slime becomes a greater slime. If one of the original slimes was an elemental slime, the new slime will have the elemental traits.
Greater Common Slime
Large ooze, unaligned
- Armor Class 8
- Hit Points 77 (9d10 + 27)
- Speed 15 ft., climb 15 ft.
STR DEX CON INT WIS CHA 14 (+2) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 1 (-5)
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- 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.
Elemental Shift. When the slime takes cold, fire, lightning, or necrotic damage, it gains resistance to that damage type and its attacks deal that damage type instead of acid damage for a number of minutes equal to the damage it took, after which it reverts to its original state. During this time, the slime will not change elements as a result of taking elemental damage.
Actions
Psuedopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) acid damage.
Engulf. The slime moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the slime enters a creature's space, the creature must make a DC 14 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the slime. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the slime enters the creature's space, and the creature takes 4 (1d8) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 9 (2d8) 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 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the slime.
Creatures inside the slime can be seen but have total cover. 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 14 Strength check, and the creature making the attempt takes 4 (1d8) acid damage.
The slime can hold only one Large creature or up to three Medium or smaller creatures inside it at a time.Reactions
Merge. If the slime enters the space of another slime, it can merge with it as a reaction, increasing its hit point maximum by a number equal to the other slime's total remaining hit points. If this merge would increase its hit point maximum to 120 or more, the slime increases by one size category. If one of the slimes is an elemental slime, the new slime will have the elemental traits.