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Alluvium War Slime




Now a slime in the shape of a wolf an alluvium looks like it should fall apart at any moment. Beneath translucent skin a few connecting strands of grey muscle amid sea glass colored bones flex and twitch whenever the thing moves. Bloodshot eyes are held in place by piercing bone spurs with a thin film of ooze over them to keep from drying out. Intestines writhe below the organs like an agitated jellyfish. The rest of the semi-solid gel where meat once was resembles murky water. Patches of cilia sprout from the surface on the creature’s shoulders and sides, drinking in strange sensory data. Its maw is a hole filled with broken bones in place of fangs.

War Slime

Large beast (Alluvium), unaligned

Armor Class 12

Hit Points 42 (5d10 + 15)

Speed 40ft

Climb 40ft

Str 16 Dex 15 Con 16 Int 3 Wis 14 Cha 5

Skills. Perception +4, Stealth +4

Damage Resistances cold

Damage Immunities acid, slashing

Senses darkvision 60ft, passive Perception 14

Languages Common

Challenge 2 (450 XP)

Amorphous.

The war slime can move through a space as narrow as 1 inch wide without squeezing.

Amphibious.

The war slime can breathe air and water.

Keen Hearing and Smell.

The war slime has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pounce.

If the war slime moves at least 20 ft. straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the war slime can make a pseudopod attack against it as a bonus action.

Actions

Multiattack.

Bite.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and 3 (1d6) acid damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Pseudopod.

+5 to hit, reach 5 ft., one target. Hit: 7 (2d6) acid damage.

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