Sticky Slime

Medium Ooze, Unaligned

Armor Class

6

Hit Points

13 (2d8 + 4)

Speed

walk 15 ft., climb 15 ft.

Damage Resistances

Bludgeoning, Piercing, Slashing

Condition Immunities

Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

Senses

blindsight 60 ft. (blind beyond this radius)

Challenge

1/8

Proficiency Bonus

+2

Amorphous

The Caustic Slime can move through a space as narrow as 1 inch wide without squeezing.

Slime Trail

The slime leaves a trail of ooze behind it that remains tacky for up to 15 minutes. A creature that steps in the ooze must succeed a DC 12 Strength saving throw or become restrained. A creature may attempt the saving throw again at the end of each of its turns, ending the effect on a success.

Mucus

When the slime is hit by a melee attack, the attacker must succeed on a DC 12 Strength saving throw or their weapon becomes stuck in the slime. The weapon can be wrenched out by using an action to make a Strength (Athletics) check against the same DC, freeing the weapon on a success. All weapons stuck in the slime can be retrieved once the slime is slain.

Actions

Psuedopod

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.