Slime D%26d 5e

Medium ooze, unaligned

Armor Class 13 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 20 ft.

Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears. Each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. The slime has advantage on ability checks and saving throws made to escape a grapple. The slime's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) acid damage.

Slime D%26d 5e
STRDEXCONINTWISCHA
9 (-1)16 (+3)12 (+1)2 (-4)14 (+2)2 (-4)

Damage Vulnerabilities cold
Damage Immunities acid, poison, psychic
Condition Immunitiesblinded, charmed, deafened, exhaustion, frightened, poisoned, prone, unconscious
Sensesblindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages
Challenge 1/4 (50 XP)

Slime D 26d 5e Stats

Charge. If the slime moves at least 15 feet straight toward a target and then hits it with a pseudopod attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage.

Slippery. The slime has advantage on ability checks and saving throws made to escape a grapple.

Slime: Skill Focus (Escape Artist), Escape Artist as class skill: Spell Compendium 280 Spider: Skill Focus (Climb), Climb as class skill: Spell Compendium 280 Summoner +2 caster level for Conjuration (summoning) spells: Spell Compendium 281 Time: Improved Initiative: Spell Compendium 281 Transmutation: Spell Focus (transmutation) Unearthed. Official Character Sheets. Click on the links below to download D&D character sheets. These files are zipped pdfs; you may print and photocopy them for your own personal use. In today’s post, DnD 5e Creature Types Explained, I thought we’d go over the basics of each of the multitude of creatures in this fantastic game! We’ll be going over a quick description for each creature type and then giving an example of a creature from that type.

Standing Leap. The slime's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

ACTIONS

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) acid damage.


Last night on my live stream, we created five new traps for dungeon masters to use in their D&D games! This adds to my ongoing trap collection, bringing the total to over 25 traps that DMs can use for their D&D games.

Slime D 26d 5e Wiki

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My live streams happen every Monday and Wednesday on Twitch at The DM Lair and every Friday on my YouTube channel, The DM Lair. They are the perfect place to either ask questions you may have about D&D or just help us create some more cool resources for the community to use.

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Boots of Sticking and Snaring

Mechanical trap (Simple trap, level 11-16, dangerous)

Description. There is a finely made pair of boots with magical aura cast on them, making them appear to be Boots of Striding and Springing.

Trigger. There are small pressure plates in the heels of the boots. When someone puts the boots on and walks in them, the trap is triggered.

Effect. When triggered, sovereign glue oozes from the soles of the boots, on both the inside and the outside. It adheres fast to the PC’s foot and the floor, rooting them in place. The sovereign glue used in this trap sets in six seconds instead of one minute. (Once the glue has been used, it’s gone.) When triggered, the character feels something wet inside the boot and the boots seem to stick a little to the ground. If the character tries to remove the boots immediately, they must succeed on a DC 17 Strength saving throw in order to do so before the glue sets.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals that the soles of the boots are abnormally thick. Upon examining the thick soles, a successful DC 18 Intelligence (Investigation) check reveals the presence of a hidden compartment in the soles and how to open it. Inside the compartment on each boot is a bottle of sovereign glue for the taking, as long as the trap isn’t triggered first, which deploys the glue.

Mace-in-a-Box

Mechanical trap (Simple, level 1-4, dangerous)

Description. A non-descript chest with no visible lock.

Trigger. Opening the lid triggers the trap.

Effect. When triggered, a spring-loaded mace inside the lid swipes in an arc at anyone standing in front of the chest. The mace has an attack bonus of +5 and on hit deals 4 (1d8) bludgeoning damage and the target must make a DC 14 Constitution saving throw. On a failed save, the target takes 7 (2d6) poison damage and is poisoned for one minute. On a successful save, the target takes half damage and is not poisoned.

Countermeasures. Opening the chest from the side or at range (such as with a ten-foot pole) bypasses the swinging mace. A successful DC 12 Wisdom (Perception) check reveals the presence of buckling wood on the backside of the lid as though something inside were pulling on the wood. A successful DC 13 Dexterity (Thieves’ Tools) check can disarm the trap.

Helm of the Catfolk

Magical trap (Simple trap, level 5-10, setback)

Description. There is a finely made helmet shaped like the head of a jaguar with eyes of emerald on a pedestal worth roughly 200 gp.

Trigger. Removing the helmet from the pedestal trips a pressure plate which triggers the trap.

Effect. The character who moved the helmet is targeted by a polymorph spell. The character must make a DC 16 Wisdom saving throw. On a failed save, the character is polymorphed into a tiny cat for 1d4 hours. If as a cat the character is reduced to 0 hit points, they just turn into a different breed of cat. This can happen up to nine times, and on the tenth time of being reduced to 0 hit points, the character reverts to their normal self. Otherwise, this condition lasts until the spell ends or dispel magic is cast on the character.

Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the presence of the pressure plate on the pedestal. The pressure plate can be neutralized and the helmet removed if a character quickly swaps an item of equal weight with the helmet, placing that item on the pressure plate. The character must make a successful DC 15 Intelligence (Investigation) check to determine the weight of the helmet (twelve pounds). Then the character must make a successful DC 13 Dexterity (Sleight of Hand) check to swap the helmet with the item without tripping the pressure plate. If either of these checks fail, the trap is triggered.

Stairway to Slime

Mechanical trap (Simple trap, level 5-10, dangerous)

Description. There is a ladder that must be climbed to get to the next level up.

Trigger. The sixth rung on the ladder pulls loose when climbed on and triggers the trap.

Effect. Triggering the trap causes a trap door in the floor to slide open, revealing a ten-foot-deep pit whose floor and walls are covered with green slime (see the dungeon master’s core rulebook). The character who pulled the rung loose on the ladder must make a DC 14 Dexterity saving throw or fall into the pit. The character takes 1d6 falling damage and is covered with green slime, taking 5 (1d10 acid damage). The creature takes the damage again at the start of each of its turns until the slime is scraped off or destroyed. Against wood or metal, green slime deals 11 (2d10) acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed.

Countermeasures. A successful DC 14 Wisdom (Perception) check reveals that one of the ladder rungs is loose.

The Boy Who Cried Cat

Magical trap (Simple trap, level 5-10, dangerous)

Description. There is an illusory small boy in the corner clutching two dolls to his chest and sobbing.

Trigger. Approaching within five feet of the illusion triggers the trap.

Effect. When triggered, all creatures within twenty feet of the illusory boy must make a DC 13 Constitution saving throw. On a failed save the creature’s size category is reduced to tiny; however, none of their equipment is shrunk with them. Creatures so reduced have disadvantage on strength checks and saving throws; their movement is reduced to one third; and they deal only 1 point of damage with any attacks. This condition lasts for 1d4 minutes.

Furthermore, triggering the trap opens a secret door that releases 2d4 hungry cats into the room that immediately attack any shrunk creatures.

Countermeasures. Examining the boy and succeeding on a DC 14 Intelligence (Investigation) check reveals the illusion for what it is. Casting detect magic reveals the presence of the magical trap linked to the illusory boy. A successful DC 15 Intelligence (Arcana) check reveals the nature of the trap. Casting dispel magic on the illusory boy suppresses the magical trap for ten minutes.

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