String Slime

Level 3
Creature· mindlessLargeRemaster
AC 10
HP 90
Speed 20 ft.
Fort +12
Ref +0
Will +5
Perc +5
Size Large
Common
Immunities acid, critical hits, precision, slashing, unconscious, visual, bleed
Senses motion-sense 60 ft.
Skills athletics +11
Recall Knowledge occultism DC 18

Attacks

Melee Pseudopod +11/+6/+1(unarmed)
Damage: 1d8+4 bludgeoning + 1d6 acid

Abilities

Motion Senseinteraction

A string slime can feel nearby motion through vibration and air movement.

Splitdefensive

Whenever a string slime would take slashing damage (if it weren't immune) and has at least 10 HP, it splits into two identical slimes with half the original's HP. One string slime is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, move smaller creatures and objects out of the way to make a space or the split is canceled at the GM's discretion.

Tag Team◆◆offensive

Requirements another string slime is within 30 feet

The slime arcs protoplasm to the other string slime. Creatures in that line take 3d6 acid damage with a DC 16 reflex save. A creature that fails its save is also knocked Prone.

Weak Acidoffensive

A string slime's acid damages only organic material—not metal, stone, or other inorganic substances.

Description

Found underground or in dungeons, these quivering, slug-like ropes of slime continuously scour their domain for food. In addition to their shape, they are named for their ability to shoot out expanding ribbons of slime that resemble tangled strings.


Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.