The Slime Droplet comes in multiple forms based on the type of color., with each color representing an element. There are many forms of Slime Droplets and all manner of elements flock together in order to survive. Given enough safety and time the Slime Droplets could merge together to form larger Slime Droplets, and may even gain multiple elements.
Small Amorphous Elemental Slime
Hit Points
17
Speed
20 ft
AC
10
Fortitude
10
Reflex
10
Will
10
Str
11 (+0)
Dex
11 (+0)
Con
11 (+0)
Int
11 (+0)
Wis
11 (+0)
Cha
11 (+0)
Absorptions. Earth damage (Orange), Fire damage (Red), Water damage (Blue), Wind damage (Green)
Immunities. MuddiedMuddiedThe target is muddied and can only take one Action on its turn. Invisible creatures who are Muddied do not gain the benefits of Invisibility while Muddied. The creature may clean itself with a natural source of water or a spell. (Orange), BurnedBurnedThe target is set on fire. At the beginning of the target’s turn it takes Fire damage at the beginning of each turn. The target may fall Prone to extinguish the flame, or wet themselves with a nearby water source. (Red), 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. (Blue), WindsweptWindsweptThe creature is deafened and silenced, unable to cast verbal spells/abilities and their movement is cut in half. (Green)
Resistances. Bludgeoning, Piercing, Slashing
Weaknesses. Earth damage (Red, Green), Fire damage (Blue, Green), Water damage (Orange, Red), Wind damage (Blue, Orange)
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.). +3 to hit AC. 1d4 Bludgeoning damage and the target is BurnedBurnedThe target is set on fire. At the beginning of the target’s turn it takes Fire damage at the beginning of each turn. The target may fall Prone to extinguish the flame, or wet themselves with a nearby water source. (Red), MuddiedMuddiedThe target is muddied and can only take one Action on its turn. Invisible creatures who are Muddied do not gain the benefits of Invisibility while Muddied. The creature may clean itself with a natural source of water or a spell. (Orange), 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. (Blue) or WindsweptWindsweptThe creature is deafened and silenced, unable to cast verbal spells/abilities and their movement is cut in half. (Green) until the end of their next turn.