Sarcophagus Slime
Medium Undead, Neutral Evil
Armor Class 11
Hit Points 102 (12d8 + 48)
Speed walk +20
Challenge 5
Saving Throws cha +4, wis +4
Skills Stealth +4
Damage Vulnerabilities False
Damage Resistances acid, necrotic
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages —
Special Abilities
Amorphous. The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing.
Undead Nature. The sarcophagus slime doesn't require air, food, drink, or sleep.
Actions
Multiattack. The sarcophagus slime can use its Frightful Presence. It then makes two Slam attacks. It can replace one Slam attack with a use of Corrupting Gaze.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 9 (2d8) acid damage.
Corrupting Gaze. One creature the sarcophagus slime can see within 30 feet of it must make a DC 15 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A Humanoid slain by this effect rises 24 hours later as a sarcophagus slime, unless the Humanoid is restored to life or its body is destroyed.
Frightful Presence. Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime's Frightful Presence for the next 24 hours.
Source: Tome of Beasts 2023 · OGL/Open