The gelatinous cube is a cleaner slime that often routes dungeon corridors to gather things to consume, whether it be bugs, bodies, or dust. Its often referred to as a “mother slime” because it often sorts dungeon rooms in accordance with other slime communities to give them comfortable places to live and birth such as scrap piles for rust slimes to form.
Large Amorphous Slime
Hit Points
28
Speed
25 ft
AC
16
Fortitude
16
Reflex
12
Will
10
Str
15 (+2)
Dex
15 (+2)
Con
18 (+4)
Int
11 (+0)
Wis
11 (+0)
Cha
11 (+0)
Immunities. BlindedBlinded The target cannot see, granting total concealment for all creatures against it. The target automatically fails checks that rely on sight., CharmedCharmedThe target is friendly to the one who Charmed them, taking inaction against them in combat and becoming hostile to anyone who is hostile toward them., EnragedEnragedThe creature is angered, taking Disadvantage to hit any creature that is not the source of its Enrage., DeafenedDeafenedThe creature cannot hear, losing all bonuses that require verbal components. The target automatically fails checks that rely on hearing., DerangedDerangedThe target has lost their head, attacking the nearest creature to it, whether it be friend or foe., DizziedDizziedThe target may only take one Action per turn and loses concentration on any spell they’ve Sustained. The target may not take Reactions, including Attacks of Opportunity., DrowningDrowningYou’re fully submerged in water, unable to breathe, and fighting in order to stay afloat and keep swimming or break out of being encased in water. The Drowning creature must make an Endurance check to not breathe in liquid and must attempt to move or swim out until they can break for air, using all Actions in order to do so. In addition, the Drowning characters are Deafened, Silenced, Suffocating and most likely also Wet., GrappledGrappled ConditionThe target is being held by someone or something. They cannot take any movement actions while Grappled and yields Advantage when attempting to be attacked, Tripped, or Disarmed. Opponents who are Grappled and Prone yield a Disadvantage to break the Grapple., LaceratedLaceratedThe target is bleeding profusely, dealing Lacerating damage at the start of the target’s turn equal to the average damage die of the source of Laceration., MountedMounted ConditionThe target has a creature(s) that is two sizes smaller or more are climbing on it., PoisonedPoisoned ConditionPoisoned. The target takes Poison damage at the beginning of their turn based on the average damage die of poison as well as other effects of the poison., ProneProne ConditionThe target has fallen to the ground, yielding Disadvantage to their attacks and Advantage on attacks against the target. The target may use half of their movement to get up, ending the condition. Targets who are also Grappled cannot get up unless they break the Grapple., RendingRend ConditionThe target’s armor has been temporarily compromised, dropping the AC bonus to the armor., SilencedSilenced Condition The target is mute both externally and internally and is unable to cast verbal spells or communicate verbally or telepathically., StunnedStunned ConditionThe target cannot take Actions. Any attack against it yields Advantage, the target doesn’t count toward flanking, and if it is a target with natural flight it falls., SuffocatingSuffocating ConditionThe target cannot take any Actions until the beginning of their next turn. Any attack against it yields Advantage and the target doesn’t count toward flanking..
Resistances. Bludgeoning damage, Piercing damage, Slashing damage
Weaknesses. Lightning damage
Amorphous. The creature has a gelatinous body, giving it Resistance to Bludgeoning, Piercing, and Slashing damage. The Slime may also fit through cracks and gaps, acting as Difficult Terrain.
Merge. The creature is able to merge with others of its kind. When the creature merges with another it increases in size, gains a +2 in all abilities, increases it’s Hit Point maximum by +3, and gains the Absorptions, Immunities, Resistances, and Weaknesses of the merged creature.
Actions
Slam (Str). +5 to hit AC, 1d10+2 Bludgeoning damage.
Entrapment (Str). +5 to hit Fortitude, 1d8+2 Bludgeoning damage and the target is GrappledGrappled ConditionThe target is being held by someone or something. They cannot take any movement actions while Grappled and yields Advantage when attempting to be attacked, Tripped, or Disarmed. Opponents who are Grappled and Prone yield a Disadvantage to break the Grapple.. While Grappled, the creature is entrapped within the cube and is also SuffocatingSuffocating ConditionThe target cannot take any Actions until the beginning of their next turn. Any attack against it yields Advantage and the target doesn’t count toward flanking. and WetWet ConditionYou are completely drenched in liquid, rendering you to a Weakness to Lightning (unless the creature has a natural immunity). You do not gain the benefits of Invisibility while Wet..