Slimebound Hivemind
Armor Class 17 (laminated plate)
Hit Points 85 (10d8+40)
Speed 30 ft.
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
Actions
Bonus Actions
Reactions
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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.