Ivory Lure Slime - AI-generated fantasy Monster

Ivory Lure Slime

The ivory slime is said to be born where enchantment, vice, and spilled life mingle long enough to gain a mind. It learns by imitation, copying body language, favorite phrases, and personal weaknesses with unsettling precision. Temples of purification, decadent courts, and illicit pleasure houses all have old stories about a smiling pale figure found in the steam just before someone vanished.

MediumoozeCR 8chaotic neutral

Ivory Lure Slime

oozecharmgrapplerambusherseductiveaquaticcontroller
HP136AC15SPD30 ft., climb 20 ft., swim 30 ft.CR8DeceptionInsightPerceptionStealth
STR
10
DEX
18
save
CON
16
save
INT
14
WIS
14
save
CHA
18
Amorphous. The slime can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Camouflaged in Steam. The slime has advantage on Dexterity (Stealth) checks made in water, steam, or among reflective surfaces.
Elastic Form. The slime has advantage on saving throws against being blinded, deafened, grappled, paralyzed, petrified, restrained, or stunned.
Caustic Embrace. A creature grappled by the slime is also lightly corroded by its body. At the start of the grappled creature's turn, it takes 3 () acid damage.
Multiattack. The slime makes two Pseudopod attacks.
Pseudopod. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 14 () bludgeoning damage plus 7 () acid damage. If the target is Medium or smaller, it is grappled (escape ). Until this grapple ends, the target is restrained, and the slime can not use Pseudopod on another target.
Luring Murmur. The slime targets one creature it can see within 60 feet. The target must succeed on a Wisdom saving throw or be charmed until the end of its next turn. While charmed this way, the target has disadvantage on attacks against the slime and must use all of its movement to move as close to the slime as safely possible. A creature that succeeds is immune to this slime's Luring Murmur for 24 hours.
Slip Aside. When a creature the slime can see hits it with a melee attack, the slime halves the attack's damage against it, then moves up to 10 feet without provoking opportunity attacks. This movement must end in or adjacent to a space of water, slick stone, or another slippery surface if possible.
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