Corrosive Form. A creature that touches the orange sludge or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the sludge corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the sludge is destroyed after dealing damage.

Spider Climb. The sludge can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Elf Consumption. After consuming an elf, the orange sludge becomes hyperactive. Its speed doubles, and it can attack with its pseudopod twice per turn. At the end of each of its turns, the sludge regains 4 (1d8) hit points. The hyperactivity lasts for 1d4 hours.

Poison Dart Frog

Tiny beast, unaligned

Armor Class 11

11 Hit Points 1 (1d4 - 1)

1 (1d4 - 1) Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)

Skills Perception +1, Stealth +3

Perception +1, Stealth +3 Senses passive Perception 11

passive Perception 11 Languages —

— Challenge 1/8 (25 XP)

Amphibious. The frog can breathe air and water.

Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.

Secreted Toxin. A poison dart frog secretes a toxin on its back that has an effect depending on the frog's color. If the frog jumps into a creature's space, and it has a contact toxin, there is a chance that toxin will affect that creature. Make a melee attack roll with a +3 bonus against the creature to determine if the creature is touched by the toxin. If touched, the target must succeed on a DC 11 Constitution saving throw or be affected by the toxin. Only the green, yellow, violet, and black varieties affect creatures on contact, and are the only ones detailed here. Roll 1d4 to determine color randomly.

Green. Black fungus begins to grow on and eat the victim's flesh. At the end of each long rest after becoming infected, the target's maximum hit points are reduced by 6 (2d6). Any spell or effect that removes a poison will cure this effect.

Yellow. The victim enters a stupor lasting for 2d6 hours. During this time, they have disadvantage on Charisma-based ability checks, and must succeed on a DC 11 Wisdom saving throw if they are ordered to do something by a creature whose language they can comprehend. If they fail the saving throw, they must carry out the command to the best of their ability.

Violet. The victim astrally projects behind their body for 2d6 hours. During this time, the victim has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally, the victim has advantage on ability checks that use Strength, Dexterity, or Constitution. At the end of this period, the victim suffers two levels of exhaustion.

Black. The victim loses all memories from the last hour.