Abysslime
Unfortunate slimes corrupted by the forces of dark magic, turned into emblem Heartless as a result. Thier docile demeanor is all but gone; these sinister slimeballs are mean!
Basic Information
Anatomy
just a teardropped shaped gooball with a mouth and eyes; wearing a metal circlet with the heartless emblem in the centre.
Additional Information
Average Intelligence
A tad smarter than vanilla slimes
Perception and Sensory Capabilities
Enhanced darkvision 60ft
Tiny slime: Neutral evil
AC: 11, hp: 15 (3D6+3), mov: 20 (jump 10ft)
STR: 6, dex: 12, con: 10, Int: 8, wis: 6, Chr: 14
Languages: primordial
Challenge: 1/4 (50exp)
Languages: primordial
Challenge: 1/4 (50exp)
Features:
Damage resistances: Darkness, acid
Damage vulnerabilities: Radiant slimy body: can pass through any space a liquid can pass through, takes 1/2 damage from non-magical weapons, and has advantage on saves vs grapple.
Shadow's boon: This creature can disengage as a bonus action, by turning into a flat shadow. they revert back to normal once they stop moving.
Actions:
bounce: Melee weapon attack, +3 to hit, 5ft reach, one target. Hit: 1d4+1 bludgeoning damage (dexterity w proficiency)
Wibble dance: A creature the Abysslime can see within 50ft Must make a wisdom saving throw (DC12). On a failed save the target is charmed for 1D4+1 rounds and must attack the nearest creature that is not the Abysslime (including allies)
Damage resistances: Darkness, acid
Damage vulnerabilities: Radiant slimy body: can pass through any space a liquid can pass through, takes 1/2 damage from non-magical weapons, and has advantage on saves vs grapple.
Shadow's boon: This creature can disengage as a bonus action, by turning into a flat shadow. they revert back to normal once they stop moving.
Body Tint, Colouring and Marking
Dark glossy black, with piercing yellow eyes
bounce: Melee weapon attack, +3 to hit, 5ft reach, one target. Hit: 1d4+1 bludgeoning damage (dexterity w proficiency)
Wibble dance: A creature the Abysslime can see within 50ft Must make a wisdom saving throw (DC12). On a failed save the target is charmed for 1D4+1 rounds and must attack the nearest creature that is not the Abysslime (including allies)
slimedrop (30%), Shiny Stone (18%), Medicinal herb (8%)
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