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Slime Mold, Immature

Family: Slime Mold

Small ooze, unaligned

Armor Class 12

Hit Points 7 (2d6)

Speed 25 ft., climb 25 ft., swim 25 ft.

13 (+1) 15 (+2) 11 (+0) 1 (-5) 14 (+2) 1 (-5)

Damage Resistances fire, lightning, piercing, slashing

Damage Immunities acid, cold, necrotic

Condition Immunities blinded, deafened, exhaustion, prone

Senses blindsight 5 ft. (blind beyond this radius), tremorsense 30 ft., passive Perception 12


Challenge 1/4 (50 XP)

Special Traits

  • Amorphous. The slime mold can move through a space as narrow as 1 inch wide without squeezing.
  • Spider Climb. The slime mold can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Unbreathing. The slime mold doesn’t need to breathe.


  • Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage and the target is exposed to a random toxin generated by the immature slime mold. Roll 1d4 to determine the toxin and its effect.
  1. Caustic Toxin. The target takes 3 (1d6) acid damage.
  2. Nauseating Toxin. The target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.
  3. Pain Agent. The target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage.
  4. Disorienting Poison. The target must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. While the poisoned condition lasts, the target can’t take reactions.


Slime molds are naturally occurring organisms rarely larger than a few dozen centimeters in size. However, a few touched by cosmic energy become far larger creatures that spread slowly between star systems via spores that travel through space. They are sometimes brought to other worlds by the mi-go or other starfaring entities.

Their preferred habitat is oxygen-free frozen worlds, but the adaptable creatures can survive for prolonged periods elsewhere. Since other environments are unhealthy for slime molds, they are under constant stress when forced to inhabit such locales. They respond with heightened metabolism and determined attempts to reproduce. As a result, instead of storing energy, as soon as a slime mold absorbs food in a terrestrial setting, it begins repeatedly undergoing mitosis. This is a losing battle, and eventually the slime mold dies, having exhausted its reserves. Sometimes, a resulting immature slime mold survives and adapts to a new environment, but without optimal conditions it is rare for it to grow into a fully mature slime mold. Immature slime molds bound by magic have an easier time adjusting.

Like their terrestrial namesakes, slime molds are vast amoeba-like organisms. They are often quite brightly colored.

Mature slime molds can swell up to around 6 to 8 feet tall and typically weigh a ton or so. Their fluidity allows them to easily squeeze through small cracks or ooze up walls.

Bound Slime Molds. Slime molds can be controlled via bio-mechanical devices or magical druid or ranger rituals, which make them potentially useful. Immature slime molds are the easiest to control. Any spell or class feature that would conjure or control a beast (such as the features of the druid Circle of the Thousand Young on page 50) can also conjure or control a slime mold.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.