Jungle Slime (5e Creature)
Jungle Slime
Medium ooze, unaligned Armor Class 13 (natural armor)
Damage Vulnerabilities cold Charge. If the slime moves at least 20 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 30 feet and its high jump is up to 15 feet, with or without a running start. ACTIONSPseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) acid damage.
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A simple, gelatinous creature that swallows anything and everything whole. It takes a long time to digest anything. These slimes are unusually large and strong, perhaps due to the abundance of food in their natural habitat. They seek out and engulf small metallic objects such as coins, even though they can't digest them. Ooze Nature. A jungle slime doesn't require sleep. |
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