Queen Slime (5e Creature)

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Queen Slime[edit]

Huge ooze, lawful neutral


Armor Class 17 (natural armor)
Hit Points 217 (15d12 + 120)
Speed 45 ft., fly 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 27 (+8) 9 (-1) 18 (+4) 14 (+2)

Saving Throws Str +9, Con +13, Int +4
Skills Perception +9
Proficiency Bonus +5
Damage Resistances radiant
Damage Immunities acid, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone, unconscious
Senses truesight 90 ft. (blind beyond this radius), passive Perception 16
Languages understands Celestial, Elvish, and Sylvan but can't speak, telepathy 60 ft.
Challenge 14 (11,500 XP)


Charge. If the 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 slime has advantage on ability checks and saving throws made to escape a grapple.

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

Magic Resistance. The slime has advantage on saving throws against spells and other magical effects.

Magic Weapons. The slime's weapon attacks are magical.

ACTIONS

Multiattack. The slime uses its Regal Gel up to six times.

Regal Gel. The slime fires a bouncing sphere of congealed slime. Each creature in a 60-foot line which is 5 feet wide must make a DC 16 Dexterity saving throw, taking 10 (2d8 + 1) bludgeoning damage and being knocked prone on a failed save, or taking half as much damage and not being knocked down on a success.

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 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 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.

REACTIONS

Bud. When the slime takes to 20 or more damage in a single turn, it spawns its choice of either a bouncy slime, crystal slime, or heavenly slime.

LEGENDARY ACTIONS

The 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 slime regains spent legendary actions at the start of its turn.

Attack. The slime makes one pseudopod attack or uses its Regal Gel.
Teleport. The slime magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled or engulfed, up to 90 feet to an unoccupied space it can see.
Swallow (Costs 2 Actions). The slime uses its Engulf.

Hallowed slimes consolidated into a haughty, crushing force adorned in dazzling crystals. The sovereign of all that jiggles, a queen slime is a massive translucent blob in purple, blue, and pink gradients, and contains a spiky prismatic shard with similar coloration. Capable of altering its own composition to a limited degree, a queen slime may use its own gel to form independent minions or simply fire dense balls of it at enemies. Although they are capable of sprouting wings and flying, they rarely do so unless threatened, feeling that it is beneath them to gift lesser creatures with the sight.
Its unclear exactly how these slimes are created, but they appear to be the result of ordinary slimes spending time in the upper planes and absorbing large amounts of positive energy, which crystalizes in their core and is the source of their intelligence and magical abilities.

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