Yellow Slime
Obojima: Tales from the Tall Grass p. 317 (Third Party)
- Size
- Medium
- Type
- ooze
- Alignment
- neutral evil
- AC
- 14
- Hit Points
- 90 (12d8+36)
- Speed
- walk 30 ft.
- Condition Immunities
- Blinded, Charmed, Deafened, Exhaustion, Prone
- Passive Perception
- 11
- Challenge
- 5
- Lineage
- Slime
Traits
Proficiency Bonus
+3
Amorphous
The Yellow Slime can move through a space as narrow as 1 inch wide without squeezing.
Horrid Stench
When a creature starts its turn within 20 feet of the Yellow Slime, it must make a DC 14 Constitution saving throw or be gagged by the terrible smell of the slime. On a failed save, the creature must use all of its movement to move away from the slime by the safest available route.
Sticky
If the Yellow Slime doesn't move for a round, the space that it occupies becomes slathered in a sticky, acrid yellow coating. For all creatures except Oozes, the space is difficult terrain, and when the creature enters the space for the first time on a turn or starts its turn there, it must succeed on a DC 14 Constitution saving throw or take 4 (1d8) acid damage.
Actions
Multiattack
The Yellow Slime makes one Spike attack and uses its Arrange.
Spike
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) acid damage.
Arrange
The Yellow Slime attempts to pull a creature within 5 feet of it through its body and into another space. The target must succeed on a DC 15 Strength saving throw or take 4 (1d8) acid damage and be moved to an unoccupied space within 10 feet of the slime.
Other data
description
Due to their stomach-churning stench, many yellow slime stories are told with visible distress at even the memory of the encounter. In its undisturbed state, yellow slimes smell slightly vile, but disturb it through careless footfalls or poke it with a stick, and it spurts out jets of foulness that can nauseate even the most iron-bellied of companions. Many children who are in the Society of Young Stewards have their "yellow slime story" that they are more than eager to tell. Yellow slimes are partial to swamps and forests where rotting wood and decaying leaf-litter is readily available.
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.