| Slime oozes are created when the natural goo that makes up the Slime Kingdom coalesces into a being, propelled by pure instinct. | |
| Perception | +5; motion sense 60 feet, no vision | 
| Skills | Athletics +7 (+9 to Grapple) | 
| STR +5 , DEX -5 , CON +3 , INT -5 , WIS +1 , CHA -5 | |
| AC | 9 | 
| Saving Throws | Fort +9, Ref 0, Will +4 | 
| HP | 90 - Immunities acid, critical hits, mental, precision, unconscious - Weaknesses water 5 | 
| Speed | 15 feet | 
| Melee | pseudopod +10 [+5/+0], Damage 1d6+3 acid plus paralysis | 
| Special Abilities | Engulf  DC 17, 2d6 acid, Escape DC 17, Rupture 7. A creature Engulfed by the slime ooze must also attempt a saving throw against paralysis. | 
| Motion Sense A slime ooze can sense nearby motion through vibration and air movement. Paralysis (incapacitation) A creature Engulfed by the ooze or hit by its attack is paralyzed unless it succeeds at a DC 18 Fortitude save. A victim can attempt a new save to recover at the end of each of its turns. Weak Acid A slime ooze's acid damages only organic material—not metal, stone, or other inorganic substances. | |