Medium ooze, unaligned
- Sturdy Slime was changed to the hill dwarf trait of dwarven toughness as 1d12 hit die seems extreme, while still providing a boost to hp in some form. Dilution is the primary drawback to playing a slime character as there are a lot of bonuses. Ooze Nature does not require sleep AS AN RP TRAIT.
- Slime: Skill Focus (Escape Artist), Escape Artist as class skill: Spell Compendium 280 Spider: Skill Focus (Climb), Climb as class skill: Spell Compendium 280 Summoner +2 caster level for Conjuration (summoning) spells: Spell Compendium 281 Time: Improved Initiative: Spell Compendium 281 Transmutation: Spell Focus (transmutation) Unearthed.
Armor Class 13 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 20 ft.
But yeah, this seems to be incredibly OP- it reminds me of the Illithid Savant prestige class from D&D 3.5e, which was hideously broken/OP even among the many, many broken/OP things in 3.5e. The DM is trusting you to not abuse this power to the point of making the game unfun for other people, so don't do that. Random Generator; Random Dungeon Generator. 5e Monster List. Size Type Tags Alignment Challenge Environment Source Name Size Type Tags. D&D 5e Monster Manual. In addition all Saving Throws are with Advantage for Green Slime (Gray Ooze). The Green Slime (DMG, p105) is a dungeon hazard,. Ahh, green slime. By clicking “Post Your Answer”, you agree to our To subscribe to this RSS feed, copy and paste this URL into your RSS reader.
Slime D 26d 5e Wiki
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 16 (+3) | 12 (+1) | 2 (-4) | 14 (+2) | 2 (-4) |
Damage Vulnerabilities cold
Damage Immunities acid, poison, psychic
Condition Immunitiesblinded, charmed, deafened, exhaustion, frightened, poisoned, prone, unconscious
Sensesblindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages —
Challenge 1/4 (50 XP)
Charge. If the slime moves at least 15 feet straight toward a target and then hits it with a pseudopod attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage.
Slippery. The slime has advantage on ability checks and saving throws made to escape a grapple.
Standing Leap. The slime's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
ACTIONS
Slime D 26d 5e Character
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) acid damage.