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Slime Mold

This brightly-colored amoeba with pulsing veins and throbbing bladders is as big as a horse.

Large ooze, unaligned

Armor Class 15

Hit Points 82 (8d10 + 40)

Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 21 (+5) 20 (+5) 1 (–5) 17 (+3) 1 (–5)

Damage Resistances fire, lightning, piercing

Damage Immunities acid, cold, necrotic, slashing

Condition Immunities blinded, deafened, exhaustion, prone

Senses blindsight 60 ft. (blind beyond this radius), tremorsense 120 ft., passive Perception 13

Languages

Challenge 8 (3,900 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.

Actions

  • Pseudopod. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage and the target is exposed to a random toxin generated by the slime mold. Roll 1d6 to randomly determine the toxin and its effect. In addition, if the slime mold is Medium or larger, it splits into two new slime molds if it has at least 10 hit points, unless the target was composed of an inorganic substance (such as an elemental, construct, or manufactured object). Each new slime mold has hit points equal to half the original slime mold’s, rounded down. New slime molds are one size category smaller than the original slime mold. (If the spawned slime molds are Small, they become immature slime molds if they survive the encounter.)
    1. Caustic Toxin. The target takes 9 (2d8) acid damage.
    2. Paralytic Poison. The target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn. As long as it is poisoned, it is also paralyzed.
    3. Nauseating Toxin. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. At the end of each of the target’s turns, it makes another Constitution saving throw, ending the poisoned condition on a success.
    4. Pain Agent. The target must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
    5. Disorienting Poison. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While the poisoned condition lasts, the target can’t take reactions or bonus actions. At the start of each of its turns, the target makes another saving throw, ending the poisoned condition on a success.
    6. Hallucinogen. The target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the start of the slime mold’s next turn. The GM controls the target’s movement, which is erratic, until then.

About

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.