Slime Girl (5e Creature)
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Slime Girl
medium ooze (humaniod), unaligned Armor Class 14
Skills Athletics +6, Stealth +6, Amorphous. The slime girl can move through a space as narrow as 1 inch wide without squeezing. Adhesive. The Slime Girl, being creatures of gelatinous slime they are naturally sticky. They can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Corrosive Form. A slime girl is naturally corrosive, as such, weapons made of poor quality material or wood can be dissolved if they come into contact with these oozes for too long (too long being 1 - 2 rounds). Likewise flesh is similarly weak against this acidic substance, if struck with an unarmed attack the creature who attacked will take 6 (2d6) acid damage. Versatile Molds. Slime Girls are known for the various forms that they can take, appears to be tall and lean one day, and then the next, being short and curvy. ACTIONSMultiattack. The Slime Girl can make either two pseudopod attacks, one pseudopod attack and one tentacle attack, or two tentacle attacks. Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 3) bludgeoning damage, plus 10 (3d6) acid damage the slime girl heals an amount equal to the amount of acid damage dealt to the target.. Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 6) bludeoning damage, plus the target must succeed a DC 15 Athletics check or be pulled into the slime girl's space, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained. Engulf. The slime girl makes one Pseudopod attack against a Medium or smaller target it is grappling. If the attack hits, the target is also engulfed, and the grapple ends. The engulfed creature can't breathe, is restrained, and takes 28 (8d6) acid damage at the start of each of the slime's turns and the amount of damage dealt by this the slime heals. When the slime moves, the engulfed creature remains restrained and is moved with it. LEGENDARY ACTIONSThe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn. |
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