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# Slimes "Typically, when life arises from the elements, it either descends and becomes a slime, or ascends and becomes a crystalfly." "Lowly life forms of minimal intelligence, made from condensed elemental energy. But ignore them for too long, and they just might become a bigger problem."
"A small monster created by the coalescing of Anemo dispersed throughout nature. It is able to float in the air due to the power of Anemo."" ___ > ## Small Anemo Slime >*Small Elemental, Unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 9(2d6+2) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|12 (+1)|12 (+1)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** force(anemo) > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 1/8 (25XP) > ___ > > **Popping.** If the creature directly before the anemo slime in initiative deals piercing or slashing damage, the slime immediately dies > > **Wind Immunity.** The Anemo slime is immune to spells and effects that involve wind or gases, such as *gust* or *cloudkill*. > > ### Actions > > ***Slam.*** *Melee Attack:* +3 to hit, 15 ft., one target not within 5 ft. of the slime. *Hit:* 4(1d6+1) force(anemo) damage. The slime also moves to within 5 ft. of the creature it targets, whether it hit or not. \columnbreak "A small monster created by the coalescing of Anemo dispersed throughout nature. Owing to being comprised of a greater concentration of Anemo, their flotation abilities are stronger than that of Anemo Slimes. The hilichurls living out in the wilds have made use of this special characteristic, creating special vehicles that use Large Anemo Slimes as a form of locomotion to transport goods from unknown sources" ___ > ## Large Anemo Slime >*Large Elemental, Unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 38 (4d10+16) > - **Speed** 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|18 (+4)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** force(anemo) > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 1 (200XP) > ___ > > **Popping.** If a creature deals piercing or slashing damage to the anemo slime while it is in it's inflated form, the slime immediately dies. > > **Wind Immunity.** The Anemo slime is immune to spells and effects that involve wind or gases, such as *gust* or *cloudkill*. > > ### Actions > > ***Slam.*** *Melee Attack:* +5 to hit, 5ft., one target. *Hit:* 12(2d8+3) force(anemo) damage > > ***Inflate.*** The slime suspends itself 20 ft. upwards, on its next turn it will make 6 *Anemo Blast* attacks before floating down to the ground. > > ***Anemo Blast.*** *Ranged Attack:* +4 to hit, 20/60ft., one target. *Hit:* 3(1d4+1) force(anemo) damage \pagebreakNum "A small monster created through the coagulation of Cryo in the natural environment. Competitors once spread malicious rumors that the Dawn Winery used Cryo Slimes to control the temperature of their wine cellar and preserve the quality of their alcohol." ___ > ## Small Cryo Slime >*Small Elemental, Unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 22(4d6+8) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|14 (+2)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** cold > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 1/4(50XP) > ___ > > **Freezing Body.** The Cryo Slime will freeze any water it touches and extinguish any fire it passes through, although it will still take damage. > > ### Actions > > ***Slam.*** *Melee Attack:* +4 to hit, 5ft., one target. *Hit:* 6(1d8+2) cold damage \columnbreak "A monster created through the coagulation of Cryo in the natural environment. These slimes can use the abundant Cryo energies within themselves to freeze the moisture in the atmosphere and form a protective shell around themselves. They can also utilize a similar principle to freeze the water around them. On some level, this can be considered to be the freest species of slime, as it can cross oceans and seas with ease." ___ > ## Large Cryo Slime >*Large Elemental, Unaligned* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 38 (4d10+16) > - **Speed** 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|18 (+4)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** cold > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 2 (450XP) > ___ > > **Freezing Body.** The Cryo Slime will freeze any water it touches and extinguish any fire it passes through, although it will still take damage. > > **Ice Shielding.** While the Cryo Slime's Ice armor is active, it has a +2 bonus to its AC and has access to it's *Ice Spikes* attack, but cannot use its *Mist* attack. Additionally, the slime has 25 temporary hit points, while it has these hit points, it is immune to all damage except fire, which it is vulnerable to; bludgeoning, which it is resistant to; and lightning. If the armor breaks, it cannot use it's *Ice Armor* action until it spends 3 turns inside of its mist. > > ### Actions > > ***Multiattack (Recharge 5-6).*** While armored, the slime can make 3 *Ice Spike* attacks. > > ***Slam.*** *Melee Attack:* +5 to hit, 5ft., one target. *Hit:* 12(2d8+3) cold damage > > **Ice Spike.** *Ranged Attack:* +3 to hit, 30/120 ft., one target. *Hit:* 8(2d6+1) cold damage > > ***Mist.*** The slime creates a 10 ft. radius circle of freezing mist centered on itself, any creature that starts their turn inside the mist must make a DC 14 constitution saving throw, taking 7(2d6) cold damage on a failure, and half as much on a success. > > ***Ice Armor.*** The slime freezes the moisture around its body to protect itself, and it gains the *Ice Shielding* feature. \pagebreakNum "A slime that has undergone ecological changes due to abundant Dendro in its environment. It has also taken on the weaknesses of the Dendro element, and will burn intensely the moment it meets a bright flame." ___ > ## Small Dendro Slime >*Small Elemental, Unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 22(4d6+8) > - **Speed** 30ft., burrow 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|13 (+1)|14 (+2)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** poison(dendro) > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 1/4(50XP) > ___ > > **False Appearance.** While the slime remains motionless and underground, it is indistinguishable from an ordinary plant. > > **Burning.** if the dendro slime takes fire damage, it will begin to burn, taking 5(1d10) fire damage at the start of every turn until it succeeds on a DC 11 Dexterity check to put it out. the dendro slime can only burn once before becoming immune to this effect, after this, they also lose their burrowing speed. > > **Earth Symbiosis.** while underground, the slime can use its bonus action to take the dash action. > > ### Actions > > ***Slam.*** *Melee Attack:* +3 to hit, 5ft., one target. *Hit:* 5(1d8+1) bludgeoning damage \columnbreak "A slime that has undergone ecological changes due to abundant Dendro in its environment. There are some who see it as something similar to the Whopperflowers, hiding its true form to trick and hunt its prey, and some regard it as a slime that has been parasitized by some special plant. From this point of view, might some cultures also see these slimes as having some special medicinal value?" ___ > ## Large Dendro Slime >*Large Elemental, Unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 38 (4d10+16) > - **Speed** 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|18 (+4)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** poison(dendro) > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 2 (300XP) > ___ > > **False Appearance.** While the slime remains motionless and underground, it is indistinguishable from an ordinary plant. > > **Burning.** if the dendro slime takes fire damage, it will begin to burn, taking 5(1d10) fire damage at the start of every turn until it succeeds on a DC 11 Dexterity check to put it out. > > **Earth Symbiosis.** while underground, the slime can use its bonus action to take the dash action > > ### Actions > > ***Slam.*** *Melee Attack:* +4 to hit, 5ft., one target. *Hit:* 11(2d8+2) bludgeoning damage > > ***Dendro Cloud.*** the slime creates a 10 ft. radius circle of dendro energy centered on itself. any creatures that enter the circle gain the *burning* feature the dendro slime has until they start their turn outside of the circle. > > ***Dendro Seeds.*** *Ranged Attack:* +4 to hit, 20/60 ft., one target. *Hit:* 8(2d6+1) bludgeoning damage. creatures hit gain the *burning* feature until the start of their next turn. > > ***Plant Slimes (2/day).*** The dendro slime plants and creates 1d4 *small dendro slimes* to help fight. all slimes share initiative. \pagebreakNum "A small monster created by the coalescing of Electro dispersed throughout nature. According to analyses, the jumping of Electro Slimes reflects the electric potential difference in the ground. In areas brimming over with Electro, their unusual movements can be observed and used to avoid danger." ___ > ## Small Electro Slime >*Small Elemental, Unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 22(4d6+8) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|14 (+2)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** lightning > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 1/4(50XP) > ___ > > > ### Actions > > ***Slam.*** *Melee Attack:* +4 to hit, 5ft., one target. *Hit:* 6(1d8+2) lightning damage \columnbreak "A monster created by the coalescing of Electro dispersed throughout nature. Due to the abundant Electro within its form, it will deliver an electric shock to its surroundings from time to time. At present, some have attempted to harness this energy to aid in production activities. Perhaps some new science will be born from this...?" ___ > ## Large Electro Slime >*Large Elemental, Unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 38 (4d10+16) > - **Speed** 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|18 (+4)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** lightning > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 2 (300XP) > ___ > > > ### Actions > > ***Slam.*** *Melee Attack:* +5 to hit, 5ft., one target. *Hit:* 12(2d8+3) lightning damage > > ***Jump. (recharge 5-6).*** the slime jumps up into the air and lands in a space within 30 ft. any creatures in the space that it chooses must make a DC 14 dexterity saving throw, taking 14(2d10+3) lightning damage and are pushed to the nearest unoccupied space on a failure, or halve as much damage on a success. \pagebreakNum "A monster created by the coalescing of Electro dispersed throughout nature. Electro Slimes can undergo mutations to become a bright yellow. Due to the abundant Electro within its form, it will deliver an electric shock to its surroundings from time to time, and it can even cause nearby Electro Slimes to release electric arcs. This arc lightning will not bounce between purple Electro Slimes, which shows that Electro Slimes have two different polarities. One wonders if some great new science could emerge from the study of such phenomena..." ___ > ## Mutant Electro Slime >*Large Elemental, Unaligned* > ___ > - **Armor Class** 11 > - **Hit Points** 38 (4d10+16) > - **Speed** 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|18 (+4)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** lightning > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 2 (300XP) > ___ > > **Conductive.** If a small or large electro slime is within 15 ft. of the mutant slime, they will create an electrical connection between each other. Any creature that starts or ends its turn in a space directly between the two connected slimes, they must make a DC 14 Dexterity saving throw or take 7(2d6) lightning damage. > > ### Actions > > ***Slam.*** *Melee Attack:* +5 to hit, 5ft., one target. *Hit:* 12(2d8+3) lightning damage > > ***Jump. (recharge 5-6).*** the slime jumps up into the air and lands in a space within 30 ft. any creatures in the space that it chooses must make a DC 14 dexterity saving throw, taking 14(2d10+3) lightning damage and are pushed to the nearest unoccupied space on a failure, or halve as much damage on a success. \pagebreakNum "Small monsters created through the buildup of Geo within the earth. Generally speaking, the crust of the earth is filled with Geo energy. Geo Slimes that are formed this way have a similarly "down-to-earth" sort of feeling." ___ > ## Small Geo Slime >*Small Elemental, Unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 22(4d6+8) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|14 (+2)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** bludgeoning(geo) > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 1/4(50XP) > ___ > > > ### Actions > > ***Slam.*** *Melee Attack:* +4 to hit, 5ft., one target. *Hit:* 6(1d8+2) bludgeoning damage \columnbreak "Monsters created through the buildup of Geo within the earth. They can harden the energy within their bodies into a carapace of stone that protects them and prevents damage. The legend of a "Golden Geo Slime King" once circulated among the Treasure Hoarders. They believed that since gemstones and ores have Geo energy in them, Geo Slimes, which also contain Geo energy, may also be a type of gemstone or ore." ___ > ## Large Geo Slime >*Large Elemental, Unaligned* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 38 (4d10+16) > - **Speed** 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|19 (+4)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** bludgeoning(geo) > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 2 (300XP) > ___ > > **Rock Shielding.** While the Geo Slime's Rock armor is active, it has a +2 bonus to its AC. Additionally, the slime has 25 temporary hit points, while it has these hit points, it is immune to all damage except bludgeoning, the armour is also vulnerable to bludgeoning(geo). If the shield breaks, it returns after 1 minute. > > ### Actions > > ***Slam.*** *Melee Attack:* +6 to hit, 5ft., one target. *Hit:* 13(2d8+4) bludgeoning damage > > ***Jump (recharge 5-6) (Armored).*** The slime jumps up into the air and lands in a space within 30 ft. any creatures in the space that it chooses must make a DC 14 dexterity saving throw, taking 14(2d10+3) bludgeoning(geo) damage and are pushed to the nearest unoccupied space on a failure, or halve as much damage on a success. > > ***Rock (Armored).*** *Ranged Attack:* +3 to hit, 20/60 ft., one target. *Hit:* 12(2d10+1) bludgeoning(geo) damage > > ***Jump (recharge 5-6).*** The slime jumps up into the air and lands in a space within 30 ft. any creatures in the space that it chooses must make a DC 14 dexterity saving throw, taking 14(2d10+3) bludgeoning damage and are pushed to the nearest unoccupied space on a failure, or halve as much damage on a success. \pagebreakNum "A small monster created by the sedimentation of Hydro dispersed throughout nature. Legend has it that some people would use Hydro Slimes as an emergency water source, packing them in preparation for travels through dry regions or deep domains. But due to the high concentration of Hydro within these slimes, direct ingestion is, in fact, harmful to the human body." ___ > ## Small Hydro Slime >*Small Elemental, Unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 22(4d6+8) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|14 (+2)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** cold(hydro) > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 1/4(50XP) > ___ > > > ### Actions > > ***Slam.*** *Melee Attack:* +4 to hit, 5ft., one target. *Hit:* 6(1d8+2) cold(hydro) damage \columnbreak "A monster created by the sedimentation of Hydro dispersed throughout nature. A larger and more powerful Hydro Slime that can create bubbles to entrap its enemies. It is said that they can grow to truly staggering sizes if given an energy-rich environment. Eyewitnesses have supposedly seen Hydro Slimes as large as a small mound in certain areas." ___ > ## Large Hydro Slime >*Large Elemental, Unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 38 (4d10+16) > - **Speed** 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|12 (+1)|18 (+4)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** cold(hydro) > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 2 (300XP) > ___ > > > ### Actions > > ***Slam.*** *Melee Attack:* +5 to hit, 5ft., one target. *Hit:* 12(2d8+3) cold(hydro) damage > > ***Jump (recharge 5-6).*** The slime jumps up into the air and lands in a space within 30 ft. any creatures in the space that it chooses must make a DC 14 dexterity saving throw, taking 14(2d10+3) cold(hydro) damage and are pushed to the nearest unoccupied space on a failure, or halve as much damage on a success. > > ***Bubble (2/day).*** The slime targets a creature within 60 ft. of it, that creature must make a DC 14 dexterity saving throw or become restrained inside a bubble. They can repeat the saving throw at the start of their turn, ending the effect on a success. \pagebreakNum "A small monster created by the sedimentation of Pyro dispersed throughout nature. Its intelligence is very basic, but its uses are just as broad–well, for hilichurls, that is." ___ > ## Small Pyro Slime >*Small Elemental, Unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 22(4d6+8) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|14 (+2)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** fire > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 1/4(50XP) > ___ > > **Death Burst.** When the slime dies, it explodes. Each creature within 5 feet of the slime must succeed on a DC 12 Dexterity saving throw or take 6 (1d8+2) fire damage. Dying from cold(hydro) damage does not trigger this effect. > > ### Actions > > ***Slam.*** *Melee Attack:* +4 to hit, 5ft., one target. *Hit:* 6(1d8+2) fire damage. \columnbreak "A monster created by the sedimentation of Pyro dispersed throughout nature. Though its intelligence has not increased with its size, it is very hot. During dry seasons, it can cause wildfires. It will spit forth blazing fireballs when angered, and will turn dark when it is feeling down. A most expressive slime, indeed." ___ > ## Large Pyro Slime >*Large Elemental, Unaligned* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 38 (4d10+16) > - **Speed** 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|13 (+1)|18 (+4)|1 (-5)|7 (-2)|6 (-2)| >___ > - **Damage Immunities** fire > - **Condition Immunities** Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained > - **Senses** passive perception 8 > - **Languages** — > - **Challenge** 2 (300XP) > ___ > > **Death Burst.** When the slime dies, it explodes. Each creature within 5 feet of the slime must succeed on a DC 14 Dexterity saving throw or take 13 (2d8+4) fire damage. Dying from cold(hydro) damage does not trigger this effect. > > ### Actions > > ***Slam.*** *Melee Attack:* +5 to hit, 5ft., one target. *Hit:* 12(2d8+3) fire damage > > ***Jump (recharge 5-6).*** The slime jumps up into the air and lands in a space within 30 ft. any creatures in the space that it chooses must make a DC 14 dexterity saving throw, taking 14(2d10+3) fire damage and are pushed to the nearest unoccupied space on a failure, or halve as much damage on a success. > > ***Fire Throw (2/day).*** The slime makes 3 ranged attacks against a single creature, each attack has a 20/60 ft. range and a +3 to hit and deals 8(2d6+1) fire damage.