Crystal Slime (5e Creature)

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Crystal Slime[edit]

Medium ooze, lawful neutral

Armor Class 13 (natural armor)
Hit Points 49 (9d8 + 9)
Speed 20 ft.

9 (-1) 15 (+2) 13 (+1) 6 (-2) 16 (+3) 6 (-2)

Damage Resistances radiant
Damage Immunities acid, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone, unconscious
Senses blindsight 90 ft. (blind beyond this radius), passive Perception 13
Challenge 2 (450 XP)

Charge. If the slime moves at least 15 feet straight toward a target and then hits it with a pseudopod attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage.

Slippery. The slime has advantage on ability checks and saving throws made to escape a grapple.

Standing Leap. The slime's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.


Multiattack. The crystal slime makes three crystal shard attacks.

Crystal Shard. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) acid damage plus 7 (1d8 + 3) piercing damage.

The blue-spectrumed crystal slimes specialize in growing and ejecting pointed crystal shards from their gelatinous bodies.

Ooze Nature. A crystal slime doesn't require sleep.

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