From
@the Jester, we have the
Emerald Slime!
Flesh Easting Ooze by MattDemino
EMERALD SLIME
Source: Arduin Grimoire.
At first glance, emerald slime is easily mistaken for a patch of green slime. Only its bright color initially distinguishes it from its immobile cousin. However, an emerald slime is extremely dangerous, far more dangerous than ordinary green slime. It is animate and quick-moving, and can climb on walls or ceilings with ease.
Once it animates, an emerald slime appears as a slick wet pool of mobile green goo. The emerald slime is a brilliant green color and is almost iridescent in bright light. An emerald slime is about 10' in diameter and weighs around 100 lbs.
Transformative. Rather than just dissolving its prey with acid, emerald slime actually transforms creatures and objects that it touches into more emerald slime. Horrified victims often realize what they are facing only when new tendrils of emerald slime start emerging from their own bodies to attack them.
LEGENDS AND LORE
With a History or Nature check, characters can learn the following:
- DC 10 Though it looks very similar to green slime, emerald slime is mobile and aggressively attacks if it is disturbed.
- DC 15 Similar to green slime, emerald slime is vulnerable to fire.
- DC 20 Emerald slime is extremely contagious and can spread to its victims on contact.
TREASURE
Emerald slimes have no treasure, and treasure near them is usually quickly destroyed.
Emerald Slime
Large ooze, unaligned
Armor Class 11
Hit Points 143 (17d10 + 51; bloodied 71)
Speed 40 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
17 (+3) | 13 (+1) | 16 (+3) | 1 (-5) | 10 (+0) | 6 (-2) |
Vulnerabilities fire
Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Mindless. The emerald slime is immune to mind control effects, and attempts to detect its thoughts or ascertain its emotions.
Spider Climb. The emerald slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Spreading Slime. When a creature becomes infested by the emerald slime, see
pseudopod, it will grow emerald slime pseudopods at that start of its next turn after being infested. These pseudopods will make a
pseudopod attack, as if they are the emerald slime, at the start of each of the creatures turns.
ACTIONS
Multiattack. The slime makes two pseudopod attacks. For each creature infested with emerald slime, the slime makes an additional pseudopod attack, using that creature as the attack's origin.
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 25 (4d10+3) acid damage, and the target must make a DC 14 Constitution save. On a failure, the creature is infested with emerald slime. The infestation ends if the target receives an effect that would remove a disease, if it takes fire damage, or if the emerald slime dies. A creature can be infested by more than one emerald slime, but only once by a given emerald slime.
If an infested creature falls to 0 hit points, it dies and transforms into a new emerald slime at the start of its next turn. Its body and gear melt away into slime.