6
13 (2d8 + 4)
walk 15 ft., climb 15 ft.
Bludgeoning, Piercing, Slashing
Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
blindsight 60 ft. (blind beyond this radius)
1/8
+2
The Caustic Slime can move through a space as narrow as 1 inch wide without squeezing.
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.
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.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.