Slime D%26d 5e

Medium ooze, unaligned

  1. The D&D 5E Dungeon Master’s Guide lists the greatest hits of traps and hazards (pits, poison needles, green slime, etc.) and has tables for traps by damage type. But don’t limit your imagination to hit point damage. For memorable traps, try to design some that put the victims in a difficult situation.
  2. 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.
  3. Free D&D Adventure: Slime Cave of Norwal. General / Adventure, adventures, D&D, D&D 5e, D&D fifth edition, D&D5e, D&DBlog, DnD, DnD 5e, DnD5e, DnDBlog, dungeons and dragons fifth edition, Fifth Edition D&D, fifth edition Dungeons and Dragons, pdf, PDFs / 1 comment. September 17, 2020.

Armor Class 13 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 20 ft.

Traits Immutable Form: The golem is immune to any spell or Effect that would alter its form. Magic Resistance: The golem has advantage on Saving Throws against Spells and other magical Effects. Magic Weapons: The golem's weapon attacks are magical. Actions Multiattack: The golem makes two slam attacks. Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Slime Cave of Norwal is a “pay-what-you-want” D&D adventure from James Introcaso and Jeff Stevens. Regular Geek Native readers will know of this blog’s policy of reminding people that “pay-what-your-want” downloads from DriveThruRPG or Itch.io are ideally not “pay nothing” downloads.

Slime D 26d 5e Wiki

Slime D%26d 5e
STRDEXCONINTWISCHA
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.

D%26d

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

Slime D 26d 5e Character

Slime

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) acid damage.

Slime D 26d 5e Background