King Slime (5e Creature)

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King Slime[edit]

Huge ooze, chaotic evil

Armor Class 14 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 45 ft.

16 (+3) 14 (+2) 18 (+4) 7 (-2) 16 (+3) 8 (-1)

Saving Throws Constitution +6
Damage Vulnerabilities cold
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 7 (2,900 XP)

Charge. If the king slime moves at least 20 feet straight toward a target and then hits it with a pseudopod attack on the same turn, the target takes an extra 11 (2d10) bludgeoning damage.

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

Standing Leap. The king slime's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.


Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 9 (2d8) acid damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained.

Engulf. The king slime makes one pseudopod attack against a Medium or smaller target it is grappling. If the attack hits, the target is also engulfed, and the grapple ends. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the slime's turns. When the slime moves, the engulfed creature moves with it.
If the king slime takes 30 damage or more on a single turn from the swallowed creature, the slime must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the slime. If the slime dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.


Bud. When the king slime takes to 15 or more damage in a single turn, it spawns a blue slime.


The king slime can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The king slime regains spent legendary actions at the start of its turn.

Attack. The king slime makes one pseudopod attack.
Teleport. The king slime magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled or engulfed, up to 60 feet to an unoccupied space it can see.
Swallow (Costs 2 Actions). The king slime uses its Engulf.

Slimes normally aren't intelligent, but occasionally they merge together to become a powerful force to swallow all things. A king slime is an incredibly dangerous variety of slime, able to swallow a human whole.

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

Variant: Spiked Slimes

Some king slimes create spiked blue slimes when they use their Bud. The slimes have the following attack in addition to their normal actions:

Slimy Spike. Ranged Weapon Attack: +4 to hit, range 20/40 ft., one target. Hit: 3 (1d6) piercing damage plus 3 (1d6) acid damage.

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