Soda Slime
Obojima: Tales from the Tall Grass p. 320 (Third Party)
- Size
- Tiny
- Type
- ooze
- Alignment
- unaligned
- AC
- 11 (can armor)
- Hit Points
- 17 (5d4+5)
- Speed
- walk 10 ft., climbing 10 ft.
- Skills
- Stealth +5
- Condition Immunities
- Blinded, Deafened, Exhaustion, Prone
- Senses
- Blindsight 60 ft. (blind beyond this radius)
- Passive Perception
- 8
- Languages
- understands Common but doesn't speak
- Challenge
- 1/2
- Lineage
- Slime
Traits
Proficiency Bonus
+2
False Appearance
If the soda slime is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the soda slime move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the soda slime isn't an ordinary soda can.
Soda Pop
When a soda slime is reduced to 0 hit points, each creature within 10 feet of the soda slime must succeed on a DC 10 Dexterity saving throw or take 6 (1d10 + 1) force damage as it explodes in a fizzy pop.
Sticky Nature
The soda slime can occupy the same space as another creature. While in the same space as the soda slime, a creature has disadvantage on attack rolls and Dexterity checks. When a creature leaves the soda slime's space, it must first make a DC 10 Strength (Athletics) check, carrying the slime with it on a failure.
Actions
Multiattack
Smack. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage plus 9 (2d8) poison damage.
Reactions
Sticky Tendral
When a hostile creature's movement provokes an opportunity attack from the soda slime, it forces the provoking creature to make a DC 12 Dexterity saving throw, causing it to fall prone on a failed save.
Other data
description
Grape, Orange, Strawberry, and Cola, these ancient sodas and more can be found across the island, kept pristine by the magics of the First Age and Obojima. But when the magic protecting these delicious treats begins to spoil, a peculiar creature can start to form inside these colorful metal cans. Soda slimes have been the lament of adventurers and mages alike who have taken it upon themselves to explore the forgotten buildings left behind from the First Age. Also known by the name Sugar Slimes, these tiny oozes can be very territorial when they're not hibernating or searching for other slimes to consume.
Slimes: On Obojima, witches, warlocks, and wizards have long studied the wonders of slimes. Their strange, natural properties have been an object of fascination for centuries, and harnessing their powers has been an ongoing alchemical pursuit that has left more than one would-be potion brewer missing their eyebrows or a finger. Slimes are intelligent enough to know that they are sought out for their properties, so most of them are furtive and will scatter at the first sign of an ingredient hunter. Each slime has adapted clever and explosive ways of deterring and escaping from various forms of danger. Although most Obojimans don't travel that far from their villages, almost all have heard of slimes as every school kid gets a lecture about the peculiarities and dangers of slimes.