Hydra Slime

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Nobody knows where slimes originate, but anyone who has had the misfortune of fighting one knows that they are tricky and volatile foes. Some slimes rapidly split apart into multiple slimes, while others can regenerate. Others grow larger the more they consume, allowing them to become truly enormous adversaries.

Hydra Slime

Monster Level: 6
Large. Abominable Monstrosity
STR DEX END AWR INT CHA
4 -2 4 0 -3 3
Ref: 8 Fort: 14 Ant: 10 Log: 7 Will: 13
Armor Rating 12 Immune Psychic
Hit Points 80 DR 2/Sharp
Speed 30 ft Traits Immutable, Steel Mind, Unerring Mind
Features
Cytokinesis. When the Hydra Slime takes Sharp damage, it loses half its HP (after taking the damage) and creates a second Hydra Slime in an unoccupied space within 5 ft. The new Hydra Slime has HP equal to the first one and takes its turn immediately after this Hydra Slime in initiative.

Psychic Aura. The Hydra Slime does not suffer any penalties to ranged attacks made against targets within 5 ft of it and does not provoke attacks of opportunity when doing so.

Actions

The Hydra Slime can take TWO of the following actions, or take the same action twice.

Move. The Hydra Slime moves up to its speed.

Slam. Reach 5 ft Natural Weapon. +4 vs AR. Hit: 7 (1d6+4) blunt.

Psi Shock. Ranged 90 ft Natural Weapon. +3 vs WILL. Hit: 11 (2d6+4) psychic.

OR the Hydra Slime can take ONE of the following actions.

Psi Blast. Ranged 60 ft Natural Weapon. +3 vs WILL. Hit: 13 (2d8+4) psychic. On a hit, roll 1d6 and the target gains a condition from the table below. This lasts until the end of the target’s next turn.

1-2: Dazed

3-4: Staggered

5: Stunned

6: Unconscious