Crystal Slime (5e Creature)

Crystal Slime

Medium ooze, lawful neutral


Armor Class 13 (natural armor)
Hit Points 49 (9d8 + 9)
Speed 20 ft.


STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 13 (+1) 6 (-2) 16 (+3) 6 (-2)

Damage Resistances radiant
Damage Immunities acid, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone, unconscious
Senses blindsight 90 ft. (blind beyond this radius), passive Perception 13
Languages
Challenge 2 (450 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 3 (1d6) 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

Multiattack. The crystal slime makes three crystal shard attacks.

Crystal Shard. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) acid damage plus 7 (1d8 + 3) piercing damage.


The blue-spectrumed crystal slimes specialize in growing and ejecting pointed crystal shards from their gelatinous bodies.

Ooze Nature. A crystal slime doesn't require sleep.


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