Giant slimes are large, green oozes that prowl in dark, wet areas like swamps and sewers to find prey. They usually subsist off of fungi and plants, but when a more substantial meal wanders past, they pounce and slay them, dissolving all organic materials before moving on to find other prey.
(+2)STR (+0)DEX (+4)CON (-4)INT (-2)WIS (-4)CHA
Senses blindsight 60 ft. (blind beyond this radius), PP 8
Hide on Ceiling: it blends in with the natural background; PER DC 20 to spot in a cave, PER DC 15 to spot in a sewer.
Acidic Form. A creature that touches the slime or hits it with a melee attack while within 5 feet of it takes 10 (3d6) acid damage.
Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing.
They are unusually quick and intelligent for oozes, hunting with an almost calculated approach, attempting to separate prey, devouring them one by one. It can also vaguely designate hostile creatures from friendly creatures, a trait unheard of in most other oozes.
Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Ambush: Unless the party is Sneaking, and everyone rolls 8 or higher, the slime drops onto the first person in line, dealing Pseudopod attack.
Pseudopod: +5 Atk (range 5 ft) –> (1d8 + 2) bludgeoning damage + (3d6) acid damage.
Acid Spray: The slime exhales acid in a 15-foot cone. Creatures must make a DC 14 Dex saving throw, taking (5d8) acid damage on a failed save, or half as much damage on a successful one. The slime may then immediately use its Split reaction. If the slime has <10 HP left, it cannot use this action.
Split. When a slime is subjected to lightning or slashing damage, it splits into two new slimes if it has at least 10 hit points. Each new slime has hit points equal to half the original slime's, rounded down. New slimes are one size smaller than the original slime.
Usually they contain coins and other valuables from previous victims. Their powerful enzymes can break down almost any organic substance, but stone, metal, and other similar substances are completely untouched.
Treasure: d100 SP, a few dagger blades with no handles, gold pendants, rings etc, d10 Healing Potions, Skooma