Tomb Jelly

Level 5
Creature· mindlessLargeRemaster
AC 12
HP 150
Speed 15 ft.
Fort +15
Ref +4
Will +7
Perc +7
Size Large
Common
Immunities acid, visual, bleed, critical hits, precision, slashing, unconscious, void
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: 1d6 acid + 1d8+6 bludgeoning
Effect: tomb curse

Abilities

Motion Senseinteraction

A tomb jelly can feel nearby motion through vibration and air movement.

Bound in Deathoffensive(healing, void)

The tomb jelly splatters some of its substance on a willing undead creature within its reach. The target regains 5 void healing HP and its melee Strikes get the benefits of tomb curse until the end of its next turn.

Flesh-dissolving Acidoffensive

A tomb jelly's acid damages only flesh.

Tomb Curseoffensive(curse, divine, void)

A creature hit by a tomb jelly's pseudopod takes 1d6 persistent void damage. If the creature dies while it has this persistent damage, its corpse is affected by Peaceful Rest, except the tomb jelly can still dissolve its flesh.

Description

Tomb jellies are animate masses of protoplasm with a sickly combination of yellow, gray, and black hues. Their acidic bodies dissolve flesh but leave other materials, including a victim's gear and bones, intact. Some ancient cultures entombed bodies in stone sarcophagi with tomb 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.