King Slime (5e Creature)
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Huge ooze, chaotic evil
Saving Throws Constitution +6
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.
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.
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.
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.