Ochre Jelly

Level 5
Creature· mindlessLargeLegacy
AC 12
HP 150
Speed 15 ft.
Fort +15
Ref +4
Will +7
Perc +7
Size Large
Common
Immunities acid, critical hits, electricity, piercing, precision, slashing, unconscious, visual
Senses motion-sense 60 ft.
Speeds 15 ft., climb 10 ft.
Skills athletics +13
Recall Knowledge occultism DC 20

Attacks

Melee Pseudopod +15/+10/+5(unarmed)
Damage: 1d8+7 bludgeoning + 2d4 acid
Effect: grab

Abilities

Motion Sense 60 feetinteraction

A ochre jelly can sense nearby motion through vibration and air movement.

Splitdefensive

Whenever an ochre jelly is hit by an attack or effect that would deal slashing, piercing, or electricity damage and the ochre jelly has at least 10 HP, the jelly splits into two identical jellies with half the original's HP. One jelly is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push).

Constrictoffensive

1d8+3 bludgeoning damage plus 2d4 acid damage, DC 23 fortitude save The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Ochre Acidoffensive

An ochre jelly's acid damages only flesh-not bone, stone, wood, or other materials.

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Description

Ochre jellies are animate masses of protoplasm with a sickly combination of yellow, orange, and brown hues. Their acidic bodies dissolve flesh but leave other materials, including a victim's gear and bones, intact. Some ancient cultures would entomb bodies in stone sarcophaguses with ochre jellies to allow the ooze to break down the flesh and clean and polish the bones.


Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.