Glomp. The target must make a DC 11 Strength check or the Slime is considered to be grappled by the creature. This grapple only ends if the target or a creature adjacent to the target uses an action to pull the slime off, which takes a succesful DC 11 Strength check. If the target is already grappling two slimes, the third slime restrains the creature. These grapples do not end if the slime is petrified.

Rheopectic Hardening. The first time each turn the slime takes force, bludgeoning, slashing, or piercing damage, the AC of its natural armor increases by 5. Once the slime's natural armor AC reaches 20, the slime is petrified and regains all its hitpoints.

The Honey slime is a baby Rheopectic Slime. Its young, oh so naive, and thus attempts to cuddle with anyone it can.

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage or 6 (1d6+2) bludgeoning damage if the ooze's natural armor AC is 15 or more.

Rheopectic Hardening. The first time each turn the slime takes force, bludgeoning, slashing, or piercing damage, the AC of its natural armor increases by 5. Once the slime's natural armor AC reaches 25, the slime is petrified .

Spider Climb . The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. The slime loses this ability when its natural armor AC is 15 or more.

Amorphous . The slime can move through a space as narrow as 1 inch wide without squeezing. The slime loses this ability when its natural armor AC is 15 or more.

This slime variant is quick to the fight but slowly loses energy as the fight goes on.

Slimeous Thixotropia: While the Rock Slime Gets weaker as it get tougher, the whip slime gets stronger. Kill them off quickly if possible.

Slimeous Viscoelastia: These horrible slimes will attatch to your head and flow down your throat.

Whip Slime Medium Ooze, unaligned Armor Class 13

13 Hit Points 65 (10d8+20)

65 (10d8+20) Speed 30 ft STR DEX CON INT WIS CHA 11 (+0) 16 (3) 14 (2) 2 (-4) 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 Languages --

-- Challenge 1/2 (100 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.

Thixotropic acceleration. If the slime has half of its hit points or fewer, attack rolls against the slime are at disadvantage.

Actions Multiattack If the slime has half of its hit points or fewer, the slime can make two attacks with its psuedopod, which gains a reach of 10 feet. Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. The slime loses 3 (1d6) hit points. Hit: 6 (1d6+3) bludgeoning damage to the target.

Reactions Unstable Matter (1/Day) When the slime would take damage that would reduce it to 0 hitpoints, it first gains 10 hitpoints , and must make an additional pseduopod attack at each creature within range.



















Worm Ooze Small Ooze, unaligned Armor Class 14 (natural armor)

14 (natural armor) Hit Points 63 (14d6+14)

63 (14d6+14) Speed 35 ft STR DEX CON INT WIS CHA 15 (2) 14 (2) 12 (1) 8 (-1) 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 Languages --

-- Challenge 1 (200 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.

Actions Pseudopod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and the target is grappled (escape DC 12), but can still move at half its speed. Until this grapple ends, the target is blinded, and the ooze can't use its psuedopod on another target. Ingestion (Recharge 6): One humanoid that the ooze is grappling must succeed on a DC 13 strength saving throw or be possessed by the ooze; the ooze dissapears down the target throat, and the target is incapacitated and loses control of its body. The ooze now controls the body but doesn't deprive the target of awareness. The ooze can't be targeted by any attack, spell, or other effect and it retains its Intelligence, Wisdom, Charisma, and immunity to being charmed and blinded. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.