Desert Slime

Large ooze, unaligned

Armor Class 8
Hit Points 75 (10d10 + 20)
Speed 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 6 (–2) 14 (+2) 2 (–4) 10 (+0) 1 (–5)

Damage Immunities acid, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages
Challenge 3 (700 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Amorphous. The desert slime can move through a space as narrow as 1 inch wide without squeezing.
  • False Appearance. While the desert slime remains motionless, it is indistinguishable from ordinary sand.
  • Ooze Nature. The desert slime doesn’t require sleep.
  • Sandy Ooze. The desert slime can occupy another creature’s space and vice versa. Its space is difficult terrain for creatures traveling through it.

ACTIONS

  • Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) acid damage.
  • Mire. One creature in the slime’s space must make a DC 13 Dexterity saving throw. If a creature fails the saving throw by 5 or more, it is restrained and knocked prone. Otherwise, a creature that fails the save is restrained, and the slime steadily creeps up the creature, dissolving and consuming its flesh. The restrained creature must repeat the saving throw at the end of each of turns, being pulled prone on a failure. A restrained creature takes 10 (3d6) acid damage at the start of each of the slime’s turns. If the restrained creature is also prone, it is unable to breathe or cast spells with verbal components. The slime can have only one creature mired at a time, and a mired creature moves with the slime when it moves. A creature, including a restrained target, can take its action to pull the restrained creature out of the slime by succeeding on a DC 13 Strength check. The creature making the attempt takes 10 (3d6) acid damage.

BONUS ACTIONS

  • Surging Sands (Recharge 4–6). The desert slime takes the Dash action.

ABOUT

The sand suddenly moved beneath the travelers, tendrils of sand reaching up to pull them to the ground.

Desert slimes were first created by a druidic oozemaster who had long been frustrated at the dawdling pace of his creations. While traveling the wastes, he learned to infuse the desert wind into a sandy ooze, thereby solving his dilemma.

Slumbering Sands. Most desert slimes rest in sandy locales, awaking only when creatures blunder upon them. The slime quickly clings to its prey’s feet and legs then pulls it to the ground, where the slime can better consume it. This hunting method leaves an indelible memory for anyone who witnesses a companion’s death.

Shifting Sands. Imbued with a touch of elemental wind, desert slimes can display bursts of speed to catch up to fleeing prey or escape dangerous foes. While such bursts are taxing for the slime, they often prove fruitful, as few suspect plodding sand to suddenly catch up to them.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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