Cave slime

For the version encountered in Daemonheim, see Cave slime ( Dungeoneering ) Defined properties : All Life points : 950 Life points : 950 All Slayer experience : 11 Slayer experience : 11 All Combat experience : 42.6 Combat feel : 42.6 All Release date : 14 March 2005 Release date : 14 March 2005 All Combat flush : 26 Combat flat : 26 All Is members entirely : true Is members merely : truthful All NPC ID : 1831 NPC ID : 1831
A Cave slime is a poisonous Slayer giant found in the Lumbridge Swamp Caves and the Dorgesh-Kaan South Dungeons. They require level 17 killer to kill. They are luminary for dropping considerable amounts of swamp tar, which can be sold for 115 coins each. They can besides drop level 1 clue scrolls. Cave slimes are good creatures for making money if used correctly. The slimes are only poisonous if they can attack you. If you are going to melee them you should make certain to bring antipoisons or other means of curing or preventing the poison in order to avoid wasting supplies. A slenderly stronger, but nonpoisonous version of these monsters appears in all floors of Daemonheim.

Reading: Cave slime

Cave slime use melee when attacked by ranged. They use ranged when attacked by magic trick, ranged, or long-ranged melee weapons ( like halberds ), even when the attacker is adjacent to the creature. The cave sludge ‘s range attack is poisonous .


The highest concentration of cave slimes can be found on the west side of the Dorgesh-Kaan south keep, underneath the first cope overcharge short-circuit edit of the agility course.

Strengths and weaknesses

Cave slimes have a maximal melee hit of 27 LP, and are poisonous. The poison starts at 32 LP and is inflicted in one of two ways : when they attack with melee ( whether the fire inflicts wrong or not ), and when they are hit with a melee attack while in their melee distance ( even if the attack kills the sludge ). In either case, the player will be poisoned closely 100 % of the prison term, unless the player protects themselves accordingly by taking antipoison potions or using the thermal bath resort hotel at Oo’glog before fighting cave slimes. Super antipoison potions are recommended as each dose gives immunity to poison for 6 minutes. An alternative for higher level players is to bring adequate food, such as monkfish ( the money made off of deluge pitch is more than the monetary value of the angel shark ), to offset price from the poison, as their melee attacks rarely do any direct damage, and the poison is by and large balmy. The best option for players with 60 Dungeoneering, 60 Defence, and 70 Herblore is to equip an anti-poison totem, which completely eliminates the need for antidotes, but costs 44,000 Dungeoneering tokens to buy, and hampers players ‘ damage output as it disallows the consumption of off-hand or two-handed weapons. alternatively, players may use the Poison Purge aura, which removes the necessitate for antipoison and food for the time it lasts. With the introduction of Invention, the Venomblood fringe benefit besides eliminates the need for antipoison. Although these monsters have thoroughly drops, some lower levelled players do not prefer to train on them due to large number of antipoison potions required. however, players who can kill the slimes quickly can normally make a profit from the swamp pitch drops, even after paying for the ace antipoison potions or their ingredients.

Players using long-range battle ( magic trick, ranged, or hanker melee weapons like halberds ) do not need any poison protection, as the cave sludge uses its nonpoisonous range assail in these types of fight. Players should not go into the Lumbridge Swamps dungeon with an open light ( this includes candles, torches, etc. ), as the flame will finally cause the gases in the cave to explode. This can cause massive damage to the player ( up to 500, depending on the player ‘s united states constitution ) and possibly death if the player ‘s biography points are abject adequate. besides, the light source will be extinguished, and swarming insects will then constantly hit 10s on the player until the player relights a light reference, escapes the cave, or dies. An insert light source like a bullseye lantern or a flameless light source like a Seers ‘ headband 1 ( or higher ) will not ignite the gases and is highly recommend. Players will need 49 Firemaking to light a bullseye lantern ( Firemaking is not a skill that can be assisted ). If a actor intends to use cave slime to earn money, a bullseye lantern or Seers ‘ headband is mandate. A peak for Cave Slimes would be to equip a Holy symbol use the Prayer record from The Great Brain Robbery quest, This allows you to camp at the cave slimes for a long time. however, this does n’t provide exemption, and you will probably be poisoned again right away if the sludge is distillery animated or if you attack another sludge ( even if you kill the sludge in one hit ) .


100 % Drops

Item Quantity Rarity GE price
Swamp tar.png Swamp tar 1–6 Always 115–690

Main dribble

third drops

Item Quantity Rarity GE price
Sealed clue scroll (easy).png Sealed clue scroll (easy) 1 Rare Not sold

rare drop board

This monster has access to the rare drop table.
Luck-enhancing items such as a ring of wealth or luck of the dwarves are not required to access the table.

Universal drops

Universal drops are dropped by nearly every monster outside of Daemonheim.
These drops are dropped alongside main drops.
Item Quantity Rarity GE price
Key token.png Key token 1 Rare Not sold
Mimic kill token.png Mimic kill token 1 Very rare 5,575


  • Previously, equipping an anti-poison totem would not prevent Cave slimes and certain other poisonous monsters from causing poison. On 15 June 2010, Jagex implemented a fix that addressed the issue. However, during the fix, cave slimes were overlooked, and could still cause poison even if the player was holding the anti-poison totem. As of 21 September 2010, this glitch has been fixed (the exact date of the fix is unknown, and most likely occurred in a hidden update).
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Category : News


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