A world full of many mystery places and danger, this world was running with systems interference
Played | 1 times |
Cloned | 0 times |
Created | 125 days ago |
Last Updated | Yesterday |
Visibility | Public |

Description
The Slime Warden is a massive, semi-transparent creature that oozes corrosive muck and glows with an eerie green luminescence. It serves as both protector and punisher within its confines, an ancient guardian of the slime-infested areas that some adventurers dare to traverse. Its gelatinous form can shift and reshape, allowing it to engulf intruders while secreting a noxious vapor that saps the strength of those who linger too long. Those who gaze upon it are struck with a sense of dread, as the creature emanates a haunting, bubbling sound that echoes through its territory.
Size | Large |
Type | Ooze |
CR | 8 |
XP | 3900 |
Languages | Undercommon, Common |
Armor Class | 15 |
HP Range | 120 - 150 (Avg: 135) |
Damage Vulnerabilities | Cold |
Damage Resistances | Poison, Acid |
Damage Immunities | Acid |
Condition Immunities | None |
Acid Splash
The Slime Warden targets one creature it can see within 30 feet. The target must succeed on a DC 15 Dexterity saving throw or take 2d10 acid damage.
Corrosive Mist
The Slime Warden releases a cloud of toxic gas in a 30-foot radius centered on itself. Creatures in that area must make a DC 16 Constitution saving throw, taking 4d6 poison damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the end of the next turn.
Engulf
The Slime Warden engulfs a creature of medium size or smaller that it is grappling. The engulfed creature must succeed on a DC 16 Dexterity saving throw or be trapped inside the Slime Warden's body, taking 3d8 acid damage at the start of each of its turns. A trapped creature can escape by using its action to make a DC 16 Strength check.