+2 Con, -1 Cha, -2 Int
Default Languages: None (incapable of speech, but can theoretically understand it to an extent)
Amorphous: Due to the fluid nature of your form, you can move through a space as narrow as 1 inch without squeezing. You leave behind any items you are carrying, and any equipment which you are proficient with merges into your form until you exit the space.
Adhesive: Being a creature of gelatinous slime you are naturally sticky. You have advantage on Athletics checks made to grapple a target. In addition, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. You are also immune to fall damage.
Undefinable State of Being: While you are explicitly alive, you are neither animal, plant or fungus. Your description is Ooze. You do not need to sleep or breathe and cannot be Blinded, Deafened or knocked prone. You also take half damage from Bludgeoning or Slashing but due to the nature of your being you are vulnerable to Piercing.
No Grace: Due to your physical form and lack of cohesion, you cannot use martial weapons.
Elemental Natural Weapons: Your physical form is imbued with elemental power, so your unarmed attacks do their damage. During character creation, pick one of Acid, Poison, Fire, Cold, Lightning or Necrotic. Your unarmed attacks do 1d4+Con of damage in that element rather than the normal Bludgeoning. If you do not pick an element, it defaults to Acid.
Elemental Immunity: You are immune to damage caused by the element of your Natural Weapons.
Dehydration: You have disadvantage to all rolls when in extreme heat.
Mind Absorb: Slimes can devour the intellect and memories of enemies that they kill. If you hit an enemy with an Int of 15 or more with an unarmed attack that would have killed them, you can choose to devour them instead. After 48 hours, you permanently gain +1 to your Int stat. Your size increases depending on your Int stat:
- 0-3 - Tiny: +2 AC, -8 to Special Attacks, +8 to Hide, ½ Carrying Capacity
- 4-6 - Small: +1 AC, -4 to Special Attacks, +4 to Hide, ½ Carrying Capacity
- 7-11 - Medium
- 12-17 - Large: -1 AC, +4 to Special Attacks, -4 to Hide, x2 Carrying Capacity
- Notify your DM if it exceeds 17, and switch to the Illithid stat block.