Acarnia world  world illustration - Fantasy theme
Fantasy

Acarnia world

X
Xion25

A world full of many mystery places and danger, this world was running with systems interference


Author's Note: This is my first create so hopefully you understand Im still lacking in details
Played1 times
Cloned0 times
Created
125 days ago
Last Updated
Yesterday
VisibilityPublic
Slime Warden
CR 8Large Ooze
Slime Warden
HP Range120 - 150 (Avg: 135)
AC15
XP3900

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.

Details
SizeLarge
TypeOoze
CR8
XP3900
LanguagesUndercommon, Common
Defenses
Armor Class15
HP Range120 - 150 (Avg: 135)
Damage VulnerabilitiesCold
Damage ResistancesPoison, Acid
Damage ImmunitiesAcid
Condition ImmunitiesNone
Actions

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.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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