b'Desert Slime \n'b'  Large   ooze ,  unaligned  \n'b'  Armor Class  8  Hit Points  75 (10d10 + 20)  Speed  20 ft.\n'b' STATS STR: 17 (+3) DEX:  6 (\xe2\x80\x932)  CON:  14 (+2)  INT:  2 (\xe2\x80\x934)  WIS:  10 (+0)  CHA:  1 (\xe2\x80\x935)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  acid, fire  Condition Immunities   blinded ,  charmed ,  deafened ,  exhaustion ,  frightened ,  prone   Senses  blindsight 60 ft. (blind beyond this radius), passive  Perception  10  Languages  \xe2\x80\x94  Challenge  3 (700 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amorphous . The desert slime can move through a space as narrow as 1 inch wide without squeezing. \n'b'  False Appearance . While the desert slime remains motionless, it is indistinguishable from ordinary sand. \n'b'  Ooze Nature . The desert slime doesn\xe2\x80\x99t require sleep. \n'b'  Sandy Ooze . The desert slime can occupy another creature\xe2\x80\x99s space and vice versa. Its space is  difficult terrain  for creatures traveling through it. \n'b'\n'b' ACTIONS \n'b'\n'b'  Pseudopod .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) acid damage. \n'b'  Mire . One creature in the slime\xe2\x80\x99s space must make a DC 13  Dexterity  saving throw. If a creature fails the saving throw by 5 or more, it is  restrained  and knocked  prone . Otherwise, a creature that fails the save is  restrained , and the slime steadily creeps up the creature, dissolving and consuming its flesh. The  restrained  creature must repeat the saving throw at the end of each of turns, being pulled  prone  on a failure. A  restrained  creature takes 10 (3d6) acid damage at the start of each of the slime\xe2\x80\x99s turns. If the  restrained  creature is also  prone , it is unable to breathe or cast spells with verbal components. The slime can have only one creature mired at a time, and a mired creature moves with the slime when it moves. A creature, including a  restrained  target, can take its action to pull the  restrained  creature out of the slime by succeeding on a DC 13  Strength  check. The creature making the attempt takes 10 (3d6) acid damage. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Surging Sands (Recharge 4\xe2\x80\x936) . The desert slime takes the  Dash  action. \n'b'\n'b' ABOUT \n'b' The sand suddenly moved beneath the travelers, tendrils of sand reaching up to pull them to the ground. \n'b' Desert slimes were first created by a druidic oozemaster who had long been frustrated at the dawdling pace of his creations. While traveling the wastes, he learned to infuse the desert wind into a sandy ooze, thereby solving his dilemma. \n'b'  Slumbering Sands . Most desert slimes rest in sandy locales, awaking only when creatures blunder upon them. The slime quickly clings to its prey\xe2\x80\x99s feet and legs then pulls it to the ground, where the slime can better consume it. This hunting method leaves an indelible memory for anyone who witnesses a companion\xe2\x80\x99s death. \n'b'  Shifting Sands . Imbued with a touch of elemental wind, desert slimes can display bursts of speed to catch up to fleeing prey or escape dangerous foes. While such bursts are taxing for the slime, they often prove fruitful, as few suspect plodding sand to suddenly catch up to them.'