13 (natural armor)
66 (6d10+18)
walk 10 ft., climb 10 ft.
Perception +3
darkvision 60 ft.
Abyssal, Aquan, Common
3
The slug has advantage on Wisdom (Perception) checks that rely on smell.
The slug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
The slug's innate spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • 1/Day each: guiding bolt, sanctuary, spiritual weapon
The slug makes two attacks: one with its tentacles and one with its bite.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
8
18 (4d8)
20 ft.
psychic
charmed, frightened
darkvision 60 ft.
-
1/8
The slime of the giant slug can be collected and used as an adhesive.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.