Jungle Slime (5e Creature)

Jungle Slime

Medium ooze, unaligned


Armor Class 13 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 15 (+2) 2 (-4) 14 (+2) 2 (-4)

Damage Vulnerabilities cold
Damage Immunities acid, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone, unconscious
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages
Challenge 1 (200 XP)


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.

ACTIONS

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) acid damage.


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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