TEXT: The Handbook of Slime Rheology
  A couple of viscosity inspired oozes
  Art from Slime Rancher, title art by Tim Fish
  
  Slimeous Rheopecta (major):
  This slime variant is quick to the fight but slowly
  loses energy as the fight goes on.
   
   
   
   
   
   
   
   
   
   
   
   
   
  Slimeous Rheopecta (minor):
  The Honey slime is a baby Rheopectic Slime. Its
  young, oh so naive, and thus attempts to cuddle
  with anyone it can.
  Rock Slime
  Medium ooze, unaligned
  Armor Class 10 (natural armor)
  Hit Points 36 (10d8)
  Speed 35 ft. (equal to current hit points, at least 5
  ft.)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  14 (+2) 2 (-4) 6 (-2) 1 (-5)
  Damage Resistances force
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 8
  Languages --
  Challenge 1/2 (100 XP)
  Amorphous. The slime can move through a space as
  narrow as 1 inch wide without squeezing. The slime
  loses this ability when its natural armor AC is 15 or
  more.
  Spider Climb. The slime can climb difficult surfaces,
  including upside down on ceilings, without needing
  to make an ability check. The slime loses this ability
  when its natural armor AC is 15 or more.
  Rheopectic Hardening. The first time each turn the
  slime takes force, bludgeoning, slashing, or piercing
  damage, the AC of its natural armor increases by 5.
  Once the slime's natural armor AC reaches 25, the
  slime is petrified.
  Actions
  Pseudopod. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning
  damage or 6 (1d6+2) bludgeoning damage if the
  ooze's natural armor AC is 15 or more.
  Honey Slime
  Small ooze, unaligned
  Armor Class 10 (natural armor)
  Hit Points 21 (6d6)
  Speed 20 ft. (equal to current hit points, at least 5
  ft.)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  6 (-2)
  10 (+0)
  2 (-4)
  6 (-2)
  8 (-1)
  Damage Resistances force
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 8
  Languages --
  Challenge 1/8 (25 XP)
  Rheopectic Hardening. The first time each turn the
  slime takes force, bludgeoning, slashing, or piercing
  damage, the AC of its natural armor increases by 5.
  Once the slime's natural armor AC reaches 20, the
  slime is petrified and regains all its hitpoints.
  Actions
  Glomp. The target must make a DC 11 Strength
  check or the Slime is considered to be grappled by
  the creature. This grapple only ends if the target or
  a creature adjacent to the target uses an action to
  pull the slime off, which takes a succesful DC 11
  Strength check. If the target is already grappling
  two slimes, the third slime restrains the creature.
  These grapples do not end if the slime is petrified.
  
  Slimeous Thixotropia:
  While the Rock Slime Gets weaker as it get
  tougher, the whip slime gets stronger. Kill them off
  quickly if possible.
  Slimeous Viscoelastia:
  These horrible slimes will attatch to your head and
  flow down your throat.
   
   
   
   
   
   
   
   
  Whip Slime
  Medium ooze, unaligned
  Armor Class 13
  Hit Points 65 (10d8 + 20)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (3)
  14 (2)
  2 (-4)
  6 (-2)
  1 (-5)
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 8
  Languages --
  Challenge 1/2 (100 XP)
  Amorphous. The slime can move through a space as
  narrow as 1 inch wide without squeezing.
  Spider Climb. The slime can climb difficult surfaces,
  including upside down on ceilings, without needing
  to make an ability check.
  Thixotropic acceleration. If the slime has half of its
  hit points or fewer, attack rolls against the slime are
  at disadvantage.
  Actions
  Multiattack If the slime has half of its hit points or
  fewer, the slime can make two attacks with its
  psuedopod, which gains a reach of 10 feet.
  Pseudopod. Melee Weapon Attack: +6 to hit, reach
  5 ft., one target. The slime loses 3 (1d6) hit points.
  Hit: 6 (1d6 + 3) bludgeoning damage to the target.
  Reactions
  Unstable Matter (1/Day) When the slime would take
  damage that would reduce it to 0 hitpoints, it first
  gains 10 hitpoints , and must make an additional
  pseduopod attack at each creature within range.
  Worm Slime
  Small ooze, unaligned
  Armor Class 14 (natural armor)
  Hit Points 63 (14d6 + 14)
  Speed 35 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (2)
  14 (2)
  12 (1)
  8 (-1)
  6 (-2)
  1 (-5)
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 8
  Languages --
  Challenge 1 (200 XP)
  Amorphous. The slime can move through a space as
  narrow as 1 inch wide without squeezing.
  Spider Climb. The slime can climb difficult surfaces,
  including upside down on ceilings, without needing
  to make an ability check.
  Actions
  Pseudopod: Melee Weapon Attack: +5 to hit, reach
  5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning
  damage, and the target is grappled (escape DC 12),
  but can still move at half its speed. Until this
  grapple ends, the target is blinded, and the slime
  can't use its psuedopod on another target.
  Ingestion (Recharge 6): One humanoid that the
  slime is grappling must succeed on a DC 13
  strength saving throw or be possessed by the
  slime; the slime dissapears down the target throat,
  and the target is incapacitated and loses control of
  its body. The slime now controls the body but
  doesn't deprive the target of awareness. The slime
  can't be targeted by any attack, spell, or other effect
  and it retains its Intelligence, Wisdom, Charisma,
  and immunity to being charmed and blinded. It
  otherwise uses the possessed target's statistics, but
  doesn't gain access to the target's knowledge, class
  features, or proficiencies.
     The target can make a strength contest against
  the slime each turn, incapacitating the slime on a
  success. If the target takes 10 damage or more on a
  single turn, the target can make a DC 14
  Constitution saving throw at the end of that turn to
  regurgitate the slime, which appears in a space
  within 10 feet of the target.
  
  Slimeous Coagulata (major) :
  The slime has the ability to decentralize its
  consciousness to suit the situation at hand.
  Slimeous Coagulata (minor) :
  These small little tykes were thought to be of a
  different genus (Slimeous plastibinghamia) until
  recently.
  1
  Bubble Slime
  Small ooze, unaligned
  Armor Class 10 (natural armor)
  Hit Points 20 (8d6 - 8)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (+0)
  8 (-1)
  2 (-4)
  6 (-2)
  8 (-1)
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 30 ft. (blind beyond this radius),
  passive Perception 8
  Languages --
  Challenge 1/8 (25 XP)
  Actions
  Pseudopod: Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 1 bludgeoning damage, and an
  additional 3 (1d6) damage for every 10 hit points it
  has. (e.g. 7 damage intially)
  Reactions
  Merge: If damage reduces the slime to 0 hit points,
  it must make a Dex saving throw with a DC equal to
  5 plus the damage taken. On a success, the slime
  increases the max health of a target slime within 10
  feet of it by half it's own max health and heals it for
  the same amount.
  Pool Slime
  Large swarm of small oozes, unaligned
  Armor Class 13 (7)
  Hit Points 82 (8d10 + 40)
  Speed 35 ft. (15 ft.)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  16 (+3)
  20 (+0)
  2 (-4)
  6 (-2)
  8 (-1)
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 30 ft. (blind beyond this radius),
  passive Perception 8
  Languages --
  Challenge 2 (400 XP)
  Swarm Form. When in swarm form it can occupy
  another creature's space and vice versa, and the
  swarm can move through any opening large enough
  for a small slime. When in swarm form it
  automatically fails saving throws on area of effects
  that target its entire space, and gains resistance to
  blugeoning, piercing, and slashing damage.
  Pool Form. When in the form of a single Large
  slime, it has vulnerabilty to piercing weapons, its
  speed is 15 feet, its Strength and Dexterity are
  swapped.
  Actions
  Multiattack In swarm form, it can make 2 attacks
  with its Pseudopod attack and one Reform. In pool
  form it can make one Pseudopod attack with Reach
  5 ft., one target.
  Reform (Swarm Form only): The slime
  reconsolidates from a swarm into a single Large
  slime. Any creature that was in the swarm's space
  must make a DC 12 Dexterity saving throw. On a
  successful save, the creature can choose to be
  pushed 5 feet back or to the side of the ooze. On a
  failed save, the creature takes 10 (3d6) acid
  damage and is engulfed.
    The engulfed creature can't breathe, is restrained,
  and takes 21 (6d6) acid damage at the start of each
  of the slime's turns. When the slime moves, the
  engulfed creature moves with it. An engulfed
  creature can try to escape by taking an action to
  make a DC 12 Strength check. On a success, the
  creature escapes and enters a space of its choice
  within 5 feet of the slime.
  Pseudopod: Melee Weapon Attack: +5 to hit. Reach
  0 ft., one creature in the slime's space. Hit: 9 (2d6
  + 3) blugeoning damage plus 3 (1d6) acid damage,
  or 6 (1d6 + 3) blugeoning damage if it is in swarm
  form and has half of its hit points or fewer.
  Reactions
  Coagulate. When the slime is targeted with an
  attack it swap to its Swarm form.
  PART 1 | FANCINESS
  
  Slimeous Meowiaia :
  This slime really loves to tackle you to the ground.
  It can't resist balls of yarn either, weirdly.
   
   
   
   
   
   
   
   
   
   
   
   
  Slimeous newtonia (minor):
  This slime doesn't want to hurt you. It just wants a
  hug? All its friends are dead.
  Rule Reminder:
  All creatures can use their action to take the shove
  action. (grapple and interact with object require
  limbs, usually)
  Pounce Slime
  Medium ooze, unaligned
  Armor Class 12 (natural armor)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  13 (1)
  2 (-4)
  6 (-2)
  8 (-1)
  Condition Immunities blinded, exhaustion, prone
  Senses blindsight 30 ft. (blind beyond this radius),
  passive Perception 8
  Languages --
  Challenge 1 (200 XP)
  Leap. The slime can make a standing long jump up
  to 30 feet, and a standing high jump up to 20 feet.
  It can use its Psuedopod attack in midair. If it does
  so after moving at least 20 feet, a large or smaller
  target must make a succesful Dexterity saving
  throw (DC 13). On a failure, the target is knocked
  prone and grappled by the slime. On a success,
  they are pushed backwards 10 feet.
  Agile. The slime can take the dash or the disengage
  action using a bonus action.
  Actions
  Pseudopod. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning
  damage.
  Reactions
  Run! If a creature reduces the slime to 0 hit points,
  it makes a pitiful mewling cry. Nearby slimes are
  suitably spooked and have the option of using their
  reaction to become frightened of that creature for a
  minute. If they become frightened, they can move
  30 feet without provoking opportunity attacks.
  Boom Slime
  Medium ooze, unaligned
  Armor Class 12 (natural armor)
  Hit Points 45 (10d8)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  6 (-2)
  10 (0)
  2 (-4)
  6 (-2)
  8 (-1)
  Saving Throws Con +2
  Damage Immunities fire
  Condition Immunities blinded, charmed, deafened,
  exhaustion, prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 8
  Languages --
  Challenge 1/4 (50 XP)
  Warm Embrace. Any creature that starts their turn
  within 5 feet of the boom slime takes 3 (1d6) fire
  damage.
  Uh oh. The slime looks faintly worried about what
  would happen if it took more damage. The slime
  concentrates on not exploding as if concentrating
  on a spell. If it loses concentration before being
  reduced to 0 hit points, each creature within 5 feet
  of it must succeed on a dexterity saving throw or
  take 14 (4d6) blugeoning damage and be pushed
  10 foot back, landing prone. The slime
  automatically fails this saving throw and is launched
  in a random direction.
  
  Slimeous Oculous:
  This slime has got a mean glare. In slime societies
  people mistake them as sentries, when they're
  actually just looking for friends.
  Slimeous Psuedopod:
  One slime or several? Can't tell with this one. Sure
  likes to surround you tho.
   
   
   
   
   
   
   
   
  Eye Slime
  Medium ooze, unaligned
  Armor Class 13 (natural armor)
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 13 (+1) 14 (+2) 2 (-4) 16 (+3) 1 (-5)
  Saving Throws Wis +6
  Skills Perception +5, Investigation +4
  Condition Immunities charmed, deafened,
  exhaustion, prone
  Senses darkvision 120 ft. passive Perception 15
  Languages Telepathy 30 ft.
  Challenge 1/4 (50 XP)
  Spider Climb. The slime can climb difficult surfaces,
  including upside down on ceilings, without needing
  to make an ability check.
  Keen Sight. The slime has advantage on Wisdom
  (Perception) checks that rely on sight, and can take
  the search action as a bonus action.
  Actions
  Pseudopod. Melee Weapon Attack: +3 to hit, reach
  5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
  damage to the target.
  Don't Blink.. The slime can focus its gaze on one
  enemy, granting it truesight of one creature it can
  see, which lasts until the slime loses line of sight or
  takes damage. Any slime that the eye slime can
  telepathically communicate with has advantage on
  attack rolls against creatures that the eye slime has
  truesight of.
  Chain Slime
  Small ooze, unaligned
  Armor Class 12
  Hit Points 50 (11d6 + 11)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  12 (+1) 8 (-1) 6 (-2) 1 (-5)
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 8
  Languages --
  Challenge 1/2 (100 XP)
  Amorphous. The slime can move through a space as
  narrow as 1 inch wide without squeezing.
  Spider Climb.. The slime can climb difficult surfaces,
  including upside down on ceilings, without needing
  to make an ability check.
  Coordinated Slime The slime goes on the same
  initiative count as others Chain slimes that it are
  within 5 feet of. Slimes within 5 feet of each other
  split damage one of them takes with the other
  slimes. The slime has advantage on an attack roll
  against a creature if at least two Chain slimes are
  within 5 feet of the creature and the slimes are not
  incapacitated.
  Actions
  Pseudopod. Melee Weapon Attack: +4 to hit, reach
  10 ft., one target. Hit: 9 (2d6+2) bludgeoning
  damage, and the target is grappled (escape DC 12),
  and pulled 5 feet.
  Reactions
  Huddle. If this slime has at least two chain slimes
  within 5 feet of it, it can hundle together to reduce
  the damage of an effect that requires it to make a
  dexterity saving throw. If the slime is subjected to
  an effect that allows it to make a saving throw to
  take only half damage, it instead takes no damage if
  it succeeds on the saving throw, and only half
  damage if it fails .
  
  Slimeous molda:
  This slime has the strange ability to flatten -
  becoming a microfluidic conduit for other slimes!
  Slimeous boyanta and Slimeous crystalin
  As if a flying slime wasn't bad enough, it hotdrops
  slimes to your face. Cheerfully. Its preferred
  ammunition is crystal slimes, which otherwise have
  difficulty getting close enough for group hugs
  1
  Pudding Slime
  Medium ooze, unaligned
  Armor Class 14 (natural armor)
  Hit Points 85 (13d8 + 26)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2) 10 (+0) 14 (+2) 18 (+4) 6 (-2) 1 (-5)
  Condition Immunities blinded, deafened, exhaustion,
  prone
  Senses blindsight 60 ft. (blind beyond this radius),
  tremorsense 5 ft. passive Perception 8
  Languages Deep Speak
  Challenge 1 (200 XP)
  Fluid Channels. An ally slime can use their
  movement on their turn to move to any space any
  Egg slime is occupying if they started in a space
  that any egg slime is occupying.
  Actions
  Psuedopod. (flat form only) Melee Weapon Attack:
  +4 to hit, reach 0 ft., one target in the slime's
  space. Hit: 9 (2d6 + 2) bludgeoning damage and
  the target is grappled (escape DC 14) and shoved
  prone. If the target is already grappled by the slime,
  they are restrained as long as they occupy the same
  space as the slime.
  Melt. The slime melts into a puddle. In its flat form
  the slime's speed is 5 feet, it's size changes to
  huge (occupying 9 5x5 feet squares) and it takes
  up its entire space. Other creatures can enter the
  space, but a creature that does triggers an
  opportunity attack at advantage.
     An attack made against the slime in flat form is
  made on a 5 ft by 5 ft segment, which can deal
  maximum of 10 damage before that part of the
  slime is destroyed. Any creatures grappled or
  restrained in that space are released, and that space
  isn't considered to be the space of the slime until
  the start of the slime's next turn.
  Slime Fly
  Large ooze, unaligned
  Armor Class 13 (natural armor)
  Hit Points 45 (10d10)
  Speed 30 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (0)
  14 (+2)
  11 (+0)
  2 (-4) 6 (-2)
  8 (-1)
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 30 ft. (blind beyond this radius),
  passive Perception 8
  Languages --
  Challenge 1/2 (50 XP)
  Compatible Rheology. The slime can carry 4 medium
  or smaller slimes, which occupy the same space as
  the slimefly and have total cover.
  Actions
  Eject: Ranged Weapon attack, +4 to hit. Range
  20/40 ft. If available, a slime that the Slime Fly is
  carrying lands within 5 feet of the target of the
  attack. Hit: 6 (1d8 + 2) blugeoning damage and
  that slime can use its reaction to make an
  pseudopod attack if it has one.
  Crystal Slime
  Small ooze, unaligned
  Armor Class 10 (natural armor), 15 (Hard shell)
  Hit Points 55 (10d6 + 20)
  Speed 35 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+2)
  9 (-1)
  15 (+2)
  2 (-4)
  6 (-2)
  8 (-1)
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 30 ft. (blind beyond this radius),
  passive Perception 8
  Languages --
  Challenge 2 (450 XP)
  Hard shell . The slime gains 10 temporary hit points
  at the start of each turn. While it has these hit
  points, the slime has resistance to magic damage
  and +5 to AC.
  Actions
  Pseudopod: Melee Weapon Attack: +5 to hit, reach
  5 ft., all targets in range. Hit: 9 (2d6 + 2) piercing
  damage.
  PART 1 | FANCINESS
  
  Slimeous Curian :
  This slime emits an eerie aura that saps the will of
  those around it. Slimes seem strangely unaffected.
  Slimeous Tartartar :
  This evil slime is the bane of the others, which
  avoid it like the plague. I wonder why?
  Rad Slime
  Medium ooze, unalighned
  Armor Class 12
  Hit Points 65 (10d8 + 20)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  15 (+2)
  13 (1)
  2 (-4)
  6 (-2)
  8 (-1)
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 30 ft. (blind beyond this radius),
  passive Perception 8
  Languages --
  Challenge 1 (200 XP)
  Amorphous. The slime can move through a space as
  narrow as 1 inch wide without squeezing.
  Spider Climb.. The slime can climb difficult surfaces,
  including upside down on ceilings, without needing
  to make an ability check.
  Debilitating Aura. A creature that is not a slime that
  starts their turn within 20 feet of the slime must
  save on a DC 13 Constitution saving throw or gain
  a level of exhaustion. All levels of exhaustion gained
  through this trait are lost once the creature moves
  out of range of this trait.
  Actions
  Pseudopod. Melee Weapon Attack: +4 to hit, reach
  5 ft., one target. Hit: 6 (2d6) fire damage and 6
  (2d6) radiant damage.
  Tar Slime
  Large Ooze, chaotic evil
  Armor Class 12
  Hit Points 133 (14d10 + 56)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 15 (+2) 18 (+4) 8 (-1) 8 (-1) 16 (+3)
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 9
  Languages --
  Challenge 3 (750 XP)
  Slime Bane. All other slimes are frightened of tar
  slimes even if they have immunity to the condition.
  Death Tar. Creatures inside the slime can't be seen
  from the outside, have total cover, are blinded, and
  are grappled (escape DC 15). A creature within 5
  feet of the slime can take an action to pull a
  creature or object out of the slime. Doing so
  requires a successful DC 12 Strength check, and
  the creature making the attempt takes 10 (3d6)
  necrotic damage. A creature that starts its turn
  inside the slime starts making death saving throws
  at the end of each of its turns. They don't gain one
  hit point on a roll of a 20, and when they would
  become stable the effect ends.
  Terrible Agglomeration. An slime that is subject to
  the Death Tar effect insantly dies, and the Tar slime
  gains that slimes traits, senses, actions, and
  reactions. The Tar slime gains half the hit points of
  the target as temporary hit points. Its AC cannot be
  raised above 15 with any traits gained by this trait.
  Actions
  Multiattack. The slime makes 3 psuedopod attacks
  at different targets, and may take a Slough action.
  Pseudopod. Ranged Weapon Attack: +5 to hit,
  range 20/100 ft., one target or one 5 ft. by 5 ft.
  section of terrain. Hit: 7 (1d8 + 3) bludgeoning
  damage and the target must make a DC 15
  Dexterity saving throw or be grappled and pulled 5
  feet towards the slime, into the slime if it started
  within 5 feet. On a miss or if the target was terrain,
  the slime is pulled 10 feet closer to the target.
  Slough. Take 20 irreducible damage and remove any
  negative conditions affecting the slime.
  
  Into the Crystal Caverns (lvls 1 - 4)
  Encounter table
  # Enviroment and notes
  Composition
  Exp
  7
  Plain tunnelway sloping downwards
  3x Bubble/Honey
  150
  8
  Room filled with stalactites
  2x Boom
  150
  9
  Tunnel dips down and then back up - stagnant pool
  4x Bubble/Honey
  200
  10 Open room with stubby stalagmite in center
  1x Worm/Pounce/Pudding/Rad
  200
  11 High ceiling, but narrow passageway
  3x Bubble 1x Fly/Eye
  250
  12 drop down from a ledge into a relatively flat alcove
  2x Bubble, 1x Rock/ Whip
  300
  13 Dead end in tunnel
  2x Rock/Whip
  300
  14 Wide room with many stubby stalagmites and a raised path
  3x Eye
  300
  15 Sharp spiral ramp with open central area
  1x Eye, 4x Honey, 1x Fly
  400
  16 One solitary slime in the middle of the room (Pounce slime hiding)
  1x Pounce, 1x Rock
  450
  17 Passageway narrows, squeeze through a hole in the ground
  1x Crystal/Pool
  450
  18 Large room with stone bridge (10 ft. wide), brackets on the sides
  2x Bubble, 1x Pounce
  500
  19 A couple of small-ish chutes in the walls and ceiling (slimes come out)
  3x Whip/Rock
  600
  20 Long passageway with thin veil-like columns
  2x Worm/Pounce
  600
  21 passageway is narrow, but with slanted walls and high ceiling
  1x Crystal, 1x Fly
  750
  22 huge ravine with circular plateau in the middle
  5x Honey, 5x Bubble
  750
  23 Wide tunnel with several pillars near the sides
  4x Whip/Chain
  800
  24 Floating island in Chasm with a bridge going above you
  4x Bubble, 4x Honey, 2x Fly
  900
  25 Few stalagmites with a thick fog
  2x Pounce, 2x Eye
  1000
  26 Open area with a few graceful natural arches
  2x Worm/Pounce, 4x Bubble
  1000
  27 Magnificent chasm with waterfall, path is a ledge
  5x Bubble, 1x Pool
  1150
  28 Spherical cavity with holes in the ceiling
  6x Whip/Chain
  1200
  29 Find a slime nesting area with a pool
  2x Crystal/Pool
  1350
  30 A huge hall with makeshift stone tables
  3x Worm, 3x Boom
  1500
  31 Massive chasm with a land bridge to a floating island
  1x Pudding, 3x Pounce
  1600
  Tarr Encounter table
  # Enviroment and notes
  Composition
  Exp
  15 Sharp spiral ramp with open central area
  1x Tar
  700
  26 Open area with a few graceful natural arches
  1x Tar, 1x CR 1/8th slime
  1088
  27 Magnificent chasm with waterfall, path is a ledge
  1x Tar, 1x CR 1/4th slime
  1125
  28 Spherical cavity with holes in the ceiling
  1x Tar, 1x CR 1/2th slime
  1200
  29 Find a slime nesting area with a pool
  1x Tar, 1x CR 1 slime
  1350
  30 A huge hall with makeshift stone tables
  1x Tar, 1x CR 2 slime
  1550
  31 Massive chasm with a land bridge to a floating island
  1x Tar, 1x CR 1/8th slime,  
  1x CR 1/4th Slime
  1725
  ------------------------------------------------------------------------------------
  How to use
  [Encounter #] = 2d4 + total PC levels in party
  Each time you roll, you go deeper into the Crystal Caverns.
  You add a +1 to your roll for each encounter so far.
  No long rests. Even numbered roll means that after the
  encounter, it is a suitable location for a short rest.
  After 3 rolls, you are deep enough to encounter Tarr. If
  your total roll is 15, 26-31, use the composition with Tarr.
  Rewards
  Collect mosaic slimes, worth 250 gp (award in leu of gold)
  and can be consumed for the effects of a healing potion.
  Killing the Tar slime awards a bounty of 1000 gp (you're
  unlikely to do this unless you're lvl 4), and one random
  slime as a pet. Rock slimes generally make for the best
  pets but you're free to choose any.
  You gain a level after a run through the Caverns at levels 1
  or 2. At levels 3 or 4 you level up after defeating Tar slime.
  
  A couple of viscosity inspired oozes
  Art from Slime rancher, DeltaDragon7997
  Created by _metabot
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Handbook of Slime Rheology v2.pdf