Slime Shady, King of the Ooze and Father of Rap, claims to have invented boastful poetry after hearing echoes in a sewer pipe. His followers say every great rhyme is a spell and every jeweled accessory contains a story stolen from a defeated rival. He has performed for liches, dragons, demon princes, and entire civilizations of sewer-dwellers. His greatest ambition is to create a song so powerful that reality itself must dance to it.
Amorphous Body.Slime Shady can move through a space as narrow as 1 inch wide without squeezing. He can climb difficult surfaces, including ceilings, without making an ability check.
Magic Resistance.Slime Shady has advantage on saving throws against spells and other magical effects.
Legendary Resistance.If Slime Shady fails a saving throw, he can choose to succeed instead. He can use this trait three times per day.
Living Sludge.Slime Shady can occupy the same space as another creature. A creature that starts its turn in his space takes 14 () acid damage. A creature can move through his space, treating it as difficult terrain, but cannot willingly end its turn there.
Perfect Rhythm.Whenever Slime Shady deals thunder damage to a creature, that creature cannot benefit from invisibility until the end of its next turn. In addition, Slime Shady's movement does not provoke opportunity attacks from creatures that can hear him.
Ooze Mastery.Slime Shady's attacks and abilities ignore resistance to acid and thunder damage. Creatures immune to acid or thunder damage instead take half damage from those damage types when damaged by him.
King's Entrance.Slime Shady scores a critical hit on a roll of 19 or 20. When he scores a critical hit, each enemy within 10 feet that can hear him must succeed on a Wisdom saving throw or be frightened until the end of its next turn.
Legendary Actions.Slime Shady can take one legendary action at the end of another creature's turn. He can take three legendary actions, choosing from the options listed below. He regains spent legendary actions at the start of his turn.
Multiattack.Slime Shady makes three attacks, using Ooze Mic, Gold-Grip, or Rapier of the Deep as available.
Gold-Grip.Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 21 () bludgeoning damage plus 13 () acid damage. If the target is a creature, it must succeed on a Strength saving throw or be pulled up to 10 feet toward Slime Shady and grappled. The grapple ends if Slime Shady is incapacitated or if the target escapes with a Strength or Dexterity check.
Ooze Mic.Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 31 () thunder damage plus 18 () psychic damage. The target must succeed on a Constitution saving throw or be deafened and unable to speak until the end of its next turn. A creature that fails this save by 5 or more is also stunned until the end of its next turn.
Rapier of the Deep.Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 17 () piercing damage plus 22 () acid damage. On a critical hit, the target must succeed on a Constitution saving throw or have its hit point maximum reduced by the acid damage taken. This reduction lasts until the target finishes a long rest.
Diss Track Detonation.Slime Shady releases a 30-foot cone of bass-heavy corrosive sound. Each creature in the area must make a Constitution saving throw, taking 72 () thunder and acid damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also pushed up to 20 feet and knocked prone. Slime Shady can then teleport to an unoccupied space he can see within the cone.
Call the Crew.Slime Shady summons up to four shimmering ooze minions in unoccupied spaces he can see within 60 feet. Each minion uses the statistics of a black pudding, except it has immunity to thunder damage and its pseudopod attack deals thunder damage instead of acid damage. The minions remain for 1 hour, until destroyed, or until Slime Shady dies.
Slide on the Beat.Slime Shady liquefies into a flowing mass of dark, reflective ooze and moves up to his speed without provoking opportunity attacks. During this movement, he can move through openings as narrow as 1 inch without squeezing. Each creature whose space he enters must make a Dexterity saving throw, taking 22 () acid damage on a failed save, or half as much damage on a successful one. Slime Shady cannot use this action again until the start of his next turn.
Shiny Deflection.When a creature Slime Shady can see within 60 feet succeeds on an attack roll against him, he gains a bonus to AC against that attack, potentially causing it to miss. He then moves up to 10 feet without provoking opportunity attacks.
One-Liner.Slime Shady makes one Gold-Grip attack or moves up to half his speed without provoking opportunity attacks.
Crowd Control (Costs 2 Actions).One creature Slime Shady can see within 60 feet must succeed on a Wisdom saving throw or become distracted by hallucinated applause until the end of its next turn. While distracted, it cannot take reactions and has disadvantage on its next attack roll or saving throw.
Bass Drop (Costs 2 Actions).Slime Shady emits a pulse of bass. Each creature within 15 feet must succeed on a Strength saving throw or take 13 () thunder damage and be pushed 10 feet.
Encore (Costs 3 Actions).Slime Shady uses Slide on the Beat or summons one ooze minion in an unoccupied space within 30 feet.
Cantrips
Minor IllusionIllusion— Slime Shady can cast this spell at will without material components, creating silent or booming sensory effects around himself.
1st level
Tasha's Hideous LaughterEnchantment— Slime Shady targets up to three creatures he can see within 60 feet. Each target must succeed on a DC 27 Wisdom saving throw or be charmed for 1 minute. A target repeats the save at the end of each of its turns.
4th level
Wall of FireEvocation— Slime Shady creates a wall of shimmering acid and sound, as the spell, but the wall deals thunder damage instead of fire damage.
5th level
Hold MonsterEnchantment— Slime Shady targets one creature within 60 feet. On a failed DC 27 Wisdom saving throw, the creature is stunned for up to 1 minute and repeats the save at the end of each of its turns.
9th level
WeirdIllusion— Slime Shady creates an illusory stage filled with hostile reflections, as the spell. The area is filled with rhythmic whispers and shifting golden lights.
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