Common Slime

By far one of the most common creatures adventurers will face in the depths of a dungeon or cave, common slimes are the textbook example of a "monster". With their lack of any discernible intelligence and relatively weak stature, these creatures are the perfect targets for an up and coming adventurer to prove themselves against.

Strength in Numbers. When two slimes encounter one another, their natural instinct to grow and consume drives them to merge together. When enough slimes come together as one, they form a greater common slime. Rookie adventurers often seek out these greater slimes to prove themselves. As a result, greater slimes are often found with weapons, treasure, and bones floating within their gelatinous forms.

Elemental Adaptability. Due to a bizarre magical phenomenon, common slimes absorb certain elemental energies as they are struck by them, permanently transmuting them into an elemental slime. When this happens, their translucent blueish-gray forms change color and adopt the characteristics of the element they were struck by.

Common Slime Medium ooze, unaligned Armor Class 8

8 Hit Points 15 (2d8 + 6)

15 (2d8 + 6) Speed 15 ft., climb 15 ft. STR DEX CON INT WIS CHA 10 (+0) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 1 (-5) Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8

blindsight 60 ft. (blind beyond this radius), passive Perception 8 Challenge 1/8 (25 XP) Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing. Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Elemental Shift. When the slime takes cold, fire, lightning, or necrotic damage, it gains resistance to that damage type and its attacks deal that damage type instead of acid damage for a number of minutes equal to the damage it took, after which it reverts to its original state. During this time, the slime will not change elements as a result of taking elemental damage. Actions Psuedopod. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d6) acid damage. Reactions Merge. If the slime enters the space of another slime, it can merge with it as a reaction, increasing its hit point maximum by a number equal to the other slime's total remaining hit points. If this merge would increase its hit point maximum to 30 or more, the slime becomes a greater slime. If one of the original slimes was an elemental slime, the new slime will have the elemental traits.