Magnetic Slime
Magnetic Slime
Huge ooze, unaligned
Armor Class 8
Hit Points 172 (15d12+75)
Speed 10 ft., climb 10 ft.
Ability Scores STR 20 (+5), DEX 7 (-2), CON 20 (+5), INT 1 (-5), WIS 6 (-2), CHA 1 (-5)
Damage Resistances cold
Damage Immunities acid, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages —
Challenge 7 (2,900 XP)
Amorphous. The magnetic slime can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal. Any nonmagical weapon made of metal that hits the magnetic slime corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the magnetic slime is destroyed after dealing damage.
The slime can eat through 2-inch-thick, nonmagical metal in 1 round.
Detect Metal. The magnetic slime mades Wisdom (Perception) checks to detect metal within 60 feet with advantage.
Magnetic Field. A strong magnetic field surrounds the magnetic slime. Attacks made with metal weapons have advantage against the magnetic slime. A creature that hits the magnetic slime with a metal melee weapon must make a DC 15 Strength saving throw. Failure means the metal weapon is yanked away from the creature and absorbed by the magnetic slime.
A creature wearing metal armor that ends its turn within 20 feet of the magnetic slime must make a DC 15 Strength saving throw. If the creature fails, the magnetic field pulls the creature 5 feet closer to the slime. If the save fails by 5 or more, the magnetic field drags the creature 10 feet closer to the slime. A creature pulled into the magnetic slime’s space is engulfed. No Dexterity save is permitted to avoid being engulfed in this case.
Ooze Nature. The magnetic slime doesn’t require sleep.
Actions
Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 14 (4d6) acid damage. In addition, nonmagical metal armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Engulf. The cube moves up to its speed. While doing so, it can enter Huge or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 15 Dexterity saving throw. If the creature is wearing metal armor, it makes this saving throw with disadvantage.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the slime. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the slime enters the creature’s space, and the creature takes 14 (4d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 28 (8d6) acid damage at the start of each of the slime’s turns. In addition, nonmagical metal armor worn by the target is partly dissolved and takes a permanent and cumulative -2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. When the slime moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. If the creature is wearing metal armor, it makes this check with disadvantage. On a success, the creature escapes and enters a space of its choice within 5 feet of the slime.