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Slimebound Hivemind

Medium Ooze (hive mind), Neutral


Armor Class 17 (laminated plate)

Hit Points 85 (10d8+40)

Speed 30 ft.

STR 18 (+4)
DEX 12 (+1)
CON 18 (+4)
INT 8 (-1)
WIS 12 (+1)
CHA 5 (-3)

Saving Throws Con +7, Wis +4

Skills Stealth +4, Perception +4

Damage Resistances acid; cold; slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities blinded, charmed, deafened, frightened, poisoned

Senses blindsight 30 ft., passive Perception 14

Languages understands Common but can't speak, telepathy 30 ft.

Challenge 5 (1,800 XP) Proficiency Bonus +3


Armor-Piloting Colony. The creature is a colony of thumb-sized translucent slimes inhabiting and magically manipulating a suit of armor. It doesn't need air, food, drink, or sleep. The colony can see and hear through tiny gaps in the armor and can squeeze through spaces as narrow as 1 inch without squeezing, leaving the armor behind. While outside the armor, the colony has AC 12, a speed of 20 feet, and vulnerability to fire damage.
Many Minds, One Will. The Slimebound Hivemind has advantage on saving throws against being stunned or incapacitated. If it fails an Intelligence, Wisdom, or Charisma saving throw, it can choose to succeed instead, but one of its slime clusters dries out; until the end of its next turn, it can't use its Reactive Separation reaction.
Conductive Arcana. The colony's magical control animates the armor with unnatural precision. The creature's weapon attacks are magical, and it can manipulate unattended objects weighing up to 30 pounds within 30 feet as though using an unseen hand.

Actions

Multiattack. The Slimebound Hivemind makes two Crushing Gauntlet attacks and one Acidic Seep attack.
Crushing Gauntlet. Melee weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage, plus 3 (1d6) acid damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be grappled by the armor. The grapple ends if the Hivemind uses this attack against another target or if the armor is incapacitated.
Acidic Seep. Melee weapon Attack: +7 to hit, reach 5 ft., one creature or object. Hit: 13 (2d8+4) acid damage. A ribbon of bright green slime jets through the armor's joints. Nonmagical armor or weapons hit by this attack take a permanent -1 penalty to their AC or damage rolls, respectively, unless repaired during a long rest. An object reduced to a -5 penalty is destroyed.
Colony Surge (Recharge 5-6). The Hivemind floods its armor with living slime and releases a pulse of magical force. Each creature of the Hivemind's choice within 15 feet must make a DC 15 Dexterity saving throw, taking 14 (4d6) acid damage and 9 (2d8) force 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 10 feet away.

Bonus Actions

Magnetic Lurch. The Hivemind moves up to 15 feet toward a creature wearing metal armor or carrying a metal weapon that it can see, without provoking opportunity attacks. If it ends this movement within 5 feet of that creature, the creature must succeed on a DC 15 Strength saving throw or be pulled 5 feet toward the Hivemind.

Reactions

Reactive Separation. When the Hivemind takes slashing or piercing damage, it halves the damage from that attack and causes a portion of its colony to spill through the armor's seams. Until the start of its next turn, it can move through another creature's space, though it can't end its movement there.

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"Don't fight the armor. Listen to the wet things inside it counting your heartbeats." โ€” Mara Venn, survivor of Bellweather Spire

Lore & Description

Appearance

A Slimebound Hivemind resembles a suit of battered black plate whose surfaces gleam with oily violet reflections. The armor is slightly too fluid in its movements: the helm turns before the breastplate, fingers flex independently, and ropes of luminous green slime pulse beneath every seam. Dozens of tiny translucent slimes occupy the hollow interior, each bearing a pinprick of blue magical light. When agitated, they flow through the visor and joints like living mercury, briefly forming staring eyes, grasping hands, or toothy mouths.

Behavior & Origins

These colonies form when alchemical slimes consume the residue of an enchanted suit of armor and inherit fragments of its command magic. No single slime is intelligent, but together they develop a communal instinct that imitates thought, strategy, and occasionally personality. The colony known as the Violet Regiment haunts the drowned watchtower of Bellweather Spire, collecting helmets and armor from fallen soldiers in an attempt to rebuild the forgotten army that created it. It wants a name and a commander; a clever adventurer might gain its loyalty by claiming to be the heir of Captain Odran Vale, whose signet ring is still sealed in the tower's flooded command room.

Running Slimebound Hivemind

Tactics

The Hivemind opens with Magnetic Lurch to close on the most heavily armored foe, then uses Colony Surge when it can catch several creatures. It grapples a dangerous melee combatant with its Crushing Gauntlet while using Acidic Seep against armor, shields, or weapons. When bloodied, it uses Reactive Separation to evade heavy weapon strikes and retreats through narrow gaps; it fights to the death only if its armor or collected trophies are threatened.

DM Tips

  • Telegraph its presence with armor moving in an empty corridor, wet clicking from inside sealed helmets, and green slime appearing on metal objects before combat.
  • Play the colony as many whispering voices finishing one another's sentences; it may pause mid-fight to ask whether the characters serve Captain Odran Vale.
  • For a weaker party, remove the Acidic Seep penalty and reduce hit points to 68; for a stronger party, give the Hivemind two uses of Colony Surge and increase its AC to 18.
  • If the armor is separated from the colony, describe the slimes as frightened, curious, and easily distracted rather than mindlessly hostile.

Loot

  • Violet Regiment Signet — A corroded silver ring bearing Captain Odran Vale's crest. The colony recognizes it as a symbol of command and may obey its bearer.
  • Command-Plated Breastplate — The armor's enchanted breastplate can be repaired into a suit of +1 plate armor, but it faintly twitches whenever slimes or animated objects are nearby.
  • Glass Vial of Pilot Slime — A surviving cluster of intelligent violet slime. It can animate a Tiny object for 1 hour when placed inside it, but it remembers the Hivemind's goals and may attempt to escape.

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Generation Info

Original prompt:
"an armor controlled by small slimes like a hivemind and controlls the armor like magic"

Created: Sep 29, 2026
Modified: Oct 26, 2026

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