Poop Slime Large Ooze, Unaligned Armor Class 13

13 Hit Points 102 (12d10+36)

102 (12d10+36) Speed 20ft. STR DEX CON INT WIS CHA 17 (+2) 10 (+0) 16 (+2) 2 (-4) 10 (0) 2 (-4) Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious Immunities Poison, Acid

Poison, Acid Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Senses Blindvision 90ft

Blindvision 90ft Languages Pottymouth

Pottymouth Challenge 10 (7115 XP) Poop Form. A creature that touches the slime takes 5 (1d10) poison damage and must make a dc 12 constitution saving throw to avoid being poisoned, any creature that fails this also becomes incapacitated, the saving throw can be repeated at the start of their turn to end incapacitation. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Poop Aura. The poop slime emits a horrendous aura of festering excrement any creature that isn't already poisoned by the elemental that starts its turn within 20 ft of the elemental must make dc 10 consitution saving throw or become poisoned.

Poisoned. If poisoned a creature takes 10 (2d10) poison damage at the start of each of its turns, any creature who is poisoned for 3 or more turns becomes unknowingly diseased.

Disease. A diseased creature's poop becomes a smaller poop slime after 1 day, the poop slime grows the more poop it accumulates.

Actions Pseudopod: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage.

Blow Chunks: Ranged Weapon Attack + 4 to hit, range 90ft., one creature Hit: 10 (2d6) acid damage if hit the creature rolls a dc 10 dexterity saving throw on fail the creature’s speed is halved and they can't take any movement increasing actions until the end of their next turn.