Gelatinous Cube: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 4
[[Category:CR 4]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Gelatinous Cube


[[Image:gelatinous_cube.jpg|584px|right|xx]]
| Image = gelatinous_cube.jpg
== Gelatinous Cube ([[Monster_Templates_and_Roles#Threats|Threat Role]]) (CR 4) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


Oozes are matter in a dread, unquiet state of existence.  Oozes are not exactly alive, nor are they safely dead.  They merely exist, in a mindless state of eternal hunger, forever seeking their next meal.
| Role = Threat
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


Of the various oozes, one of the most deadly, unusual and specialized predators is the Gelatinous CubeCubes are one of the most viscous of the oozes, very close to being a solid, and as such have a well-defined cubical shape. Gelatinous Cubes spend their existence mindlessly roaming the darkness, swallowing up all they encounterMaterials the cube cannot digest, such as metal and stone, may briefly remain in the cube's thick, transparent substance, leaving an eerie impression of the unfortunate departed.
| Description = Oozes are matter in a dread, unquiet state of existenceOozes are not exactly alive, nor are they safely deadThey merely exist, in a mindless state of eternal hunger, forever seeking their next meal.


Some beings use gelatinous cubes as protectors of dungeons and underground fortifications. They make particularly efficient waste disposal mechanisms as well -- a tribe that can trap a gelatinous cube in a pit or other area that it cannot climb out of can use it as a midden or even a deadly trap.
: Of the various oozes, one of the most deadly, unusual and specialized predators is the Gelatinous Cube. Cubes are one of the most viscous of the oozes, very close to being a solid, and as such have a well-defined cubical shape. Gelatinous Cubes spend their existence mindlessly roaming the darkness, swallowing up all they encounter.  Materials the cube cannot digest, such as metal and stone, may briefly remain in the cube's thick, transparent substance, leaving an eerie impression of the unfortunate departed.


Gelatinous cubes are generally 10 feet to a side and weigh upward of 60,000 pounds, though subterranean explorers report larger specimens trawling the deepest caves and corridors. In locations with plentiful sources of food, gelatinous cubes can exist for hundreds of years, if not thousands, and may grow to tremendous sizes.
: Some beings use gelatinous cubes as protectors of dungeons and underground fortifications. They make particularly efficient waste disposal mechanisms as well -- a tribe that can trap a gelatinous cube in a pit or other area that it cannot climb out of can use it as a midden or even a deadly trap.


A gelatinous cube's acid only dissolves organic matter, and leaves metal and stone polished but otherwise unharmed.
: Gelatinous cubes are generally 10 feet to a side and weigh upward of 60,000 pounds, though subterranean explorers report larger specimens trawling the deepest caves and corridors. In locations with plentiful sources of food, gelatinous cubes can exist for hundreds of years, if not thousands, and may grow to tremendous sizes.


: A gelatinous cube's acid only dissolves organic matter, and leaves metal and stone polished but otherwise unharmed.


=== GENERAL ===
| Alignment = Neutral
'''CR''' 4  '''Hit Dice''' 5
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


'''XP''' 4,800 ([[Monster_Templates_and_Roles#Threats|Threat Role]] included)
| Size = Large
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


N Large Ooze
| Type = Ooze
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


'''Init''' +2; '''Senses''' Blindsight 60 ft., Perception +6
| Subtype =
  <!--If any-->


| NudgeInit =
  <!--CR 4 INITIATIVE = +2 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


=== DEFENSE ===
| Senses = Blindsight 60 ft.
'''AC''' 20, '''touch''' 13, '''flat-footed''' 17 (+4 armor, +3 dex, +3 natural, +0 deflection)
  <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->


'''hp''' 150
| NudgePerception =
  <!--CR 4 PERCEPTION = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Fort''' +3, '''Ref''' +3, '''Will''' +3
| NudgeAC =
  <!--CR 4 AC = 20 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Aura:''' -
| NudgeTouchAC =
  <!--CR 4 TOUCH AC = 13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''SR:''' -
| NudgeFFAC =
  <!--CR 4 FLAT-FOOTED AC = 17 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Special Defenses:''' Reconsitution, Transparent
| NudgeHitPoints =
  <!--CR 4 HIT POINTS = 50 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Immunities:'''
:* Immune to the first 5 instances of any status condition
:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) (an ooze with an Int score loses this trait)
:* gaze attacks, visual effects, illusions, and other attack forms that rely on sight
:* precision damage, critical hits, flanking
:* poison
:* sleep
:* polymorph, paralysis, stunning


'''Weaknesses:''' -
<!--  SAVING THROWS  -->


| Fort =
| Refl =
| Will =
  <!--CR 4 STRONG SAVE = +7; WEAK SAVE = +3 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


=== OFFENSE ===
| NudgeFort =  
'''Speed''' 15 ft., Semi-Solid (see below)
| NudgeRefl =  
| NudgeWill =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Space / Reach:'''  10 ft. / 5 ft.
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Single Melee''' 3x Heaving Surge +8 (1d8+7/19-20x2) acid damage, must be different creatures
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Full Melee''' Engulf, 2x Heaving Surge +8 (1d8+7/19-20x2) acid damage, must be different creatures
| SpecialDefenses =
  <!--Put any DR or ER values here-->


'''Ranged''' Acidic Spurt +8 (1d8+7/x2), range increment 30 feet, acid damage plus [[slowed]], (swift action; see below)
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Special Attacks''' Engulf, Acidic Spurt
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


'''Action Points''' 2 ([[Monster_Templates_and_Roles#Threats|Threat Role]])
| MoveTypes = Walk 15 ft.
  <!--Other move types as needed-->


| NudgeReach = -1
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


=== STATISTICS ===
'''Str''' 10, '''Dex''' 1, '''Con''' 26, '''Int''' -, '''Wis''' 1, '''Cha''' 10


'''Base Atk''' +4; '''CMB''' +7; '''CMD''' 18


'''Feats''' -
<!--  GENERAL ATTACK INFORMATION  -->


'''Skills''' none, but see Transparent
| MeleeOrNatural = Melee
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


'''Languages''' -
| MultipliedDamageType = Hybrid
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


| IgnoreSecondary =
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster doesn't have one (e.g. swarms)-->


=== SPECIAL ABILITIES ===
; Transparent (Ex)
Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 25 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.




; Engulf (Ex)
<!--  PRIMARY ATTACK INFORMATION -->
During a full-attack action, a gelatinous cube may make a 5-foot step and simply engulf any Large or smaller creatures in its path. It can only make two heaving surge attacks during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw against the engulf. Those who do not attempt attacks of opportunity can attempt a DC 13 Reflex save to avoid being engulfed-on a success, they are pushed back or aside (victim's choice) as the cube moves forward (this is forced movement). Engulfed creatures gain the pinned condition, and are trapped within its body until they are no longer pinned. At the beginning of each of the Gelatinous Cube's turns after a creature is engulfed, each engulfed creature takes 1d8+7 acid damage. Up to four living medium (or smaller) creatures or one large living creature may be engulfed at any time. Creatures that are engulfed have line of sight out of the cube, but have line of effect to nothing.  Once creatures are slain, they no longer occupy space within the cube and more creatures may be engulfed.


| PriAtkName = Heaving Surge
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->


; Reconstitution (Su)
| PriAtkNotes = as acid damage, must target different creatures
The first time the gelatinous cube is reduced to 0 or fewer hit points, it immediately purges any engulfed creatures and appears dead until the start of its next turn. As a free action at the start of its turn, special organs within the gelatinous cube's body burst and reconstitute its gelatinous flesh. The gelatinous cube is restored to half its hit points (75). Any extant status conditions on the gelatinous cubes at the time this ability is triggered are cleared.
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


| PriAtkNotes-FullAtkOnly = as acid damage, must target different creatures, plus Engulf
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->


; Acidic Spurt (Ex)
| PriAtkVSTouchAC =
As a swift action, the Gelatinous Cube may attack a creature up to 40 feet away with its acidic spurt.  In addition to the acid damage dealt, creatures struck by acidic spurt are [[Slowed]] until the end of their next turn.  Acidic Spurt +8 (1d8+7/x2) acid damage.
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->


| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->


; Semi-Solid (Ex)
| NudgePriToHit =
A gelatinous cube never suffers movement penalties or squeezing penalties from moving through or ending its turn on top of gelatinous parasites. There is no limit to the number of gelatinous parasites that a gelatinous cube may share space with.  It suffers squeeze penalties for sharing space with other gelatinous cubes, however.
  <!--CR 4 PRIMARY TO-HIT = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgePriDamage =
  <!--CR 4 PRIMARY NATURAL DAMAGE = 1d8+4 -->
  <!--CR 4 PRIMARY MELEE DAMAGE = 1d8+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


=== TREASURE ===
sell value of approximately 4,500 gp (threat role included)




=== COMBAT TACTICS ===
<!-- SECONDARY ATTACK INFORMATION -->
Upon detecting prey in the radius of its blindsight senses gelatinous cubes will usually wait to see if things will stumble into them, taking full advantage of their Transparent ability. If the prey moves away or takes aggressive action, the gelatinous cube will enter combat with one or two acidic spurts and a move, to close the gap. If it only uses one acidic spurt, it will double move.  It may also spend an action point in the first round to further close the gap, or to use acidic spurt on additional nearby foes.


Once engaged in melee, it will make optimal use of full attack actions to engulf opponents, via-5-foot steps, while continuing to use heaving surges.  Even during a full attack action, a gelatinous cube will use acidic spurt against a ranged target, to keep its prey close by. 
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->


Gelatinous Cubes should spend their action points in the first and second rounds, as they are mindless and aggressive. They will never consider fleeing. They are driven to endlessly scour their environment of all organic materials and have no thoughts or desires beyond that.
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


Gelatinous cubes are slow, lumbering hulks that are nonetheless fully capable of catching up to you and eating you with little effort at all.
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 4 SECONDARY TO-HIT = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 4 SECONDARY NATURAL DAMAGE = 1d6+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 4 TERTIARY TO-HIT = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 4 TERTIARY NATURAL DAMAGE = 1d8+4 -->
  <!--CR 4 TERTIARY MELEE DAMAGE = 1d8+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 4 QUATERNARY TO-HIT = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 4 QUATERNARY NATURAL DAMAGE = 1d6+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 4 RANGED TO-HIT = +8 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 4 RANGED DAMAGE = 1d8+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 10
| Dex = 1
| Con = 26
| Int = -
| Wis = 1
| Cha = 10
 
| NudgeCMB =
  <!--CR 4 CMB = +7 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 4 CMD = 18 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 = 
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 =
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 4 SKILLS = +6 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages =
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 = Y
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 = Y
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 = Y
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 = Y
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Transparent
 
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 25 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special1SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special1StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Engulf
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = During a full-attack action, a gelatinous cube may make a 5-foot step and simply engulf any Large or smaller creatures in its path. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw against the engulf. Those who do not attempt attacks of opportunity can attempt a DC {{#var:Special2SaveDC}} Reflex save to avoid being engulfed -- on a success, they are pushed back or aside (victim's choice) as the cube moves forward (this is forced movement). Engulfed creatures gain the [[Pinned]] condition, and are trapped within the Gelatinous Cube's body until they are no longer pinned. At the beginning of each of the Gelatinous Cube's turns after a creature is engulfed, each engulfed creature takes {{#var:Special2StandardDmg}} acid damage.  Up to four living medium (or smaller) creatures or one large living creature may be engulfed at any time.  Creatures that are engulfed have line of sight out of the cube, but have line of effect to nothing.  Once creatures are slain, they no longer occupy space within the cube and more creatures may be engulfed.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special2SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special2StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage = hi
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Reconstitution
 
| Ability-3-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = The first time the gelatinous cube is reduced to 0 or fewer hit points, it immediately purges any engulfed creatures and appears dead until the start of its next turn.  As a free action at the start of its turn, special organs within the gelatinous cube's body burst and reconstitute its gelatinous flesh.  The gelatinous cube is restored to half its hit points (75).  Any extant status conditions on the gelatinous cubes at the time this ability is triggered are cleared.
 
Any attacks made against the cube while it is lying dormant have no effect on the cube.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special3SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special3StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Acidic Spurt
 
| Ability-4-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = As a swift action, the Gelatinous Cube may attack a creature up to 40 feet away with its acidic spurt.  In addition to the acid damage dealt, creatures struck by acidic spurt are [[Slowed]] until the end of their next turn.
 
:* '''Acidic Spurt''' +{{#var:Special4TouchAttack}} ({{#var:Special4StandardDmg}}/x2) acid damage.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special4SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special4StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage = hi
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name = Semi-Solid
 
| Ability-5-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description = A gelatinous cube never suffers movement penalties or squeezing penalties from moving through or ending its turn on top of gelatinous parasites.  There is no limit to the number of gelatinous parasites that a gelatinous cube may share space with.  It suffers squeeze penalties for sharing space with other gelatinous cubes, however.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special5SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special5StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special6SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special6StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




===NOTE TO REFEREES===
A gelatinous cube is a [[Monster_Templates_and_Roles#Threats|Threat Role]] monster, and boy do they qualify! 


A single gelatinous cube is equivalent to at least four normal monsters, and should provide a good challenge to many parties all by itself.  If the party has more than four members, add a Gelatinous Parasite [[Monster Templates and Roles#Henchmen|Henchman]] for each party member above four, up to seven.  If your party has eight players, they meet TWO cubes! If your party has more than eight players, wow, and add a Parasite for every player and a Cube for every four players.
<!--  SPECIAL ABILITY 7  -->


| Ability-7-Name =


| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


----
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special7SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special7StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->


| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


[[Category:Epic Path]]
| NudgeAbility7TouchAttack =
[[Category:Bestiary]]
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
[[Category:CR 4]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''
* ''Go back to the [[#top|Top of this page.]]'''


| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


[[Image:Gelatinous_Parasite_1.png|384px|right|xx]]
| NudgeAbility7StandardDamage =
== Gelatinous Parasite (CR 4) ==
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
Many Gelatinous Cubes are accompanied by, or perhaps infested by, smaller, crystal-clear oozes of a much more liquid nature.  These things have been dubbed Gelatinous Parasites, on the assumption that they are gaining sustenance at the expense of the Cube.


Gelatinous Parasites are [[Monster Templates and Roles#Henchmen|Henchmen]], although if desired they may also be used as standalone monsters.
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


The exact nature of the relationship between Gelatinous Cubes and Gelatinous Parasites is not common knowledge.  What is well known is that Gelatinous Parasites are just as hungry and aggressive as a Gelatinous Cube, and if an infested Cube attacks, the Parasites will be attacking just as hungrily. 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


To make things worse, Parasites are a lot smaller and faster than a Gelatinous Cube, and if you thought running away from a Cube while Slowed was no fun, the Parasites make it even worse....




=== GENERAL ===
<!--   SPECIAL ABILITY 8  -->
'''CR''' 4   '''Hit Dice''' 5


'''XP''' 1,200
| Ability-8-Name =


N, Medium, Ooze
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Init''' +2; '''Senses''' tremorsense 60ft, Perception +6
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special8SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special8StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->


=== DEFENSE ===
| NudgeAbility8ToHit =  
'''AC''' 20, '''touch''' 13, '''flat-footed''' 17 (+4 armor, +3 dex, +3 natural, +0 deflection)
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''hp''' 50
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Fort''' +3, '''Ref''' +3, '''Will''' +3
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Aura:''' -
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''SR:''' -
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Special Defenses:''' Parasitism
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Immunities:'''
:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) (an ooze with an Int score loses this trait)
:* gaze attacks, visual effects, illusions, and other attack forms that rely on sight
:* precision damage, critical hits, flanking
:* poison
:* sleep
:* polymorph, paralysis, stunning


'''Weaknesses:''' -


<!--  SPECIAL ABILITY 9  -->


=== OFFENSE ===
| Ability-9-Name =  
'''Speed''' 30 ft., Semi-Solid (see below)


'''Space / Reach:'''  5 ft. / 5 ft.
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Single Melee''' Polyp Slap +8 (1d8+4/x2) acid damage
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


'''Ranged''' Acidic Squirt +8 (1d8+7/x2) acid damage
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 4 = +8
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 4 = +4
        {{#var:Special9SaveDC}}      Save DC      @ CR 4 = 13
        {{#var:Special9StandardDmg}} Std Damage  @ CR 4 = 2d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 4 = 1d6
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 4 = 4d6
    -->


'''Special Attacks''' -
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Action Points''' 0
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


=== STATISTICS ===
| NudgeAbility9StandardDamage =  
'''Str''' 10, '''Dex''' 10, '''Con''' 14, '''Int''' -, '''Wis''' 10, '''Cha''' 10
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Base Atk''' +4; '''CMB''' +7; '''CMD''' 18
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Feats''' -
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Skills''' -


'''Languages''' -


<!--  COMBAT TACTICS  -->


=== SPECIAL ABILITIES ===
| CombatTactics = Upon detecting prey in the radius of its blindsight senses gelatinous cubes will usually wait to see if things will stumble into them, taking full advantage of their Transparent ability.  If the prey moves away or takes aggressive action, the gelatinous cube will enter combat with one or two acidic spurts and a move, to close the gap.  If it only uses one acidic spurt, it will double moveIt may also spend an action point in the first round to further close the gap, or to use acidic spurt on additional nearby foes.
; Parasitism (Su)
If a Gelatinous Parasite starts its turn inside of, or takes a move action that passes through, a Gelatinous Cube, it gains 5 hit points either as healing or as temporary hit points, depending on if it was damaged or notThis ability is a free action, but cannot be used more than once per round.  As mindless creatures, the parasites will not seek this out during combat, but it may occur circumstantially.


: Once engaged in melee, it will make optimal use of full attack actions to engulf opponents, via-5-foot steps, while continuing to use heaving surges.  Even during a full attack action, a gelatinous cube will use acidic spurt against a ranged target, to keep its prey close by. 


; Transparent (Ex)
: Gelatinous Cubes should spend their action points in the first and second rounds, as they are mindless and aggressive.  They will never consider fleeing. They are driven to endlessly scour their environment of all organic materials and have no thoughts or desires beyond that.
Due to its lack of coloration, a gelatinous parasite is difficult to discern. A DC 28 Perception check is required to notice a motionless gelatinous parasite.


: Gelatinous cubes are slow, lumbering hulks that are nonetheless fully capable of catching up to you and eating you with little effort at all.


; Semi-Solid (Ex)
: '''NOTE TO REFEREES'''
A gelatinous parasite never suffers movement penalties or squeezing penalties from moving through or ending its turn on inside of a gelatinous cube. It suffers squeeze penalties for sharing space with other gelatinous parasites, however.
A gelatinous cube is a [[Monster_Templates_and_Roles#Threats|Threat Role]] monster, and boy do they qualify!  


: A single gelatinous cube is equivalent to at least four normal monsters, and should provide a good challenge to many parties all by itself.  If the party has more than four members, add a Gelatinous Parasite [[Monster Templates and Roles#Henchmen|Henchman]] for each party member above four, up to seven.  If your party has eight players, they meet TWO cubes!  If your party has more than eight players, wow, and add a Parasite for every player and a Cube for every four players.


=== TREASURE ===
<!--  OUT OF COMBAT  -->
sell value of approximately 1,125 gp


| OutOfCombat =


=== COMBAT TACTICS ===
Gelatinous Parasites generally begin combat inside the space of the Gelatinous Cube.  As they move to attack foes, they gain hit points from their Parasitism ability. 


Since Parasites are completely mindless, that's pretty much the only 'tactic' they'll ever use.  They move toward prey and either squirt acid at range or polyp slap in melee.
}}

Revision as of 21:32, 21 June 2016

Gelatinous Cube (ThreatCR 4)

Neutral - Large - Ooze
Lore: K. (Dungeoneer)
8 23
Basic DC Full DC
Initiative
Initiative Icon 2.png
9
Perception:
17 +7
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
20
Man Def
Shield Icon 3.png
19
Monster Health
183 91 6
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +2
Refl: +2
Will: +2

Strong Against:

  • (Threat Role) Immunity (partial 5): Threats are immune to the first five conditions applied to them during an encounter. If a sixth condition is applied to a threat, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
  • (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
  • (Ooze 1) Immune (no effect): gaze attacks, visual effects, illusions, and other attack forms that rely on sight
  • (Ooze 2) Immune (no effect): poisons (tainted, poisoned, blighted), magical sleep (drowsy, sluggish, asleep), paralyzed, stunned, polymorph
  • (Ooze 3) Immune (no effect): flanking, prone (quelled, prone, splayed]])
  • (Ooze 4) Hardened (½ damage): critical hits, precision damage
Weak Against:

Offense

Size: Large
10 ft. 5 ft.
Space Reach
To-Hit
+7
Sword Icon 3.png
Man Off
+7
Sword Icon 3.png
Action
3
Points

Standard Attack (Melee):

  • 2x Heaving Surge +7 (1d8+7/19-20 x2)
    as undefined damage type
    as acid damage, must target different creatures

Full Attack (Melee):

  • 4x Heaving Surge +7 (1d8+7/19-20 x2)
    as undefined damage type
    as acid damage, must target different creatures, plus Engulf

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

10
STR
1
DEX
26
CON
INT
1
WIS
10
CHA

Skills:

Languages:

Feats:

Special Abilities

Transparent (Ex)

Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 25 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.

Engulf (Ex)

During a full-attack action, a gelatinous cube may make a 5-foot step and simply engulf any Large or smaller creatures in its path. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw against the engulf. Those who do not attempt attacks of opportunity can attempt a DC Reflex save to avoid being engulfed -- on a success, they are pushed back or aside (victim's choice) as the cube moves forward (this is forced movement). Engulfed creatures gain the Pinned condition, and are trapped within the Gelatinous Cube's body until they are no longer pinned. At the beginning of each of the Gelatinous Cube's turns after a creature is engulfed, each engulfed creature takes acid damage. Up to four living medium (or smaller) creatures or one large living creature may be engulfed at any time. Creatures that are engulfed have line of sight out of the cube, but have line of effect to nothing. Once creatures are slain, they no longer occupy space within the cube and more creatures may be engulfed.

Reconstitution (Su)

The first time the gelatinous cube is reduced to 0 or fewer hit points, it immediately purges any engulfed creatures and appears dead until the start of its next turn. As a free action at the start of its turn, special organs within the gelatinous cube's body burst and reconstitute its gelatinous flesh. The gelatinous cube is restored to half its hit points (75). Any extant status conditions on the gelatinous cubes at the time this ability is triggered are cleared.

Any attacks made against the cube while it is lying dormant have no effect on the cube.

Acidic Spurt (Ex)

As a swift action, the Gelatinous Cube may attack a creature up to 40 feet away with its acidic spurt. In addition to the acid damage dealt, creatures struck by acidic spurt are Slowed until the end of their next turn.

  • Acidic Spurt + (/x2) acid damage.

Semi-Solid (Ex)

A gelatinous cube never suffers movement penalties or squeezing penalties from moving through or ending its turn on top of gelatinous parasites. There is no limit to the number of gelatinous parasites that a gelatinous cube may share space with. It suffers squeeze penalties for sharing space with other gelatinous cubes, however.

Unstoppable Killer (Ex; Threat Role) Auto Upon Death
The first time in an encounter that a Threat is reduced to zero or fewer hit points, it falls prone, apparently dead. But this is a ruse. When this occurs, the Threat becomes immune to all damage and effects. However, it may not perform any actions (such as attacks of opportunity) until this immunity expires.

At the beginning of its next turn, any conditions the Threat is currently suffering under (such as Prone) are immediately cleared, and its hit points are set to half its normal maximum (91 hit points). Furthermore, all enemy creatures within 2 squares (10 feet) of the Threat are immediately Pushed up to 4 squares (20 feet) away from the Threat, and suffer 1d10+10 points of bludgeoning (physical, common) damage. Affected creatures may make a Fortitude save versus a DC of 16 to reduce this damage by half, and reduce the push to 2 squares (10 feet). After this attack is resolved, the Threat can slide up to 5 squares (25 feet) to a space adjacent to an enemy creature. All of this occurs as a free action at the start of its turn, and once it is resolved, the Threat's immunity to damage expires. It must perform this attack before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to perform the attack.

The Threat is killed for good the second time its hit points are reduced to zero or less.

Gelatinous Cube

Gelatinous Cube

This creature possesses the Threat role, and therefore counts as 4 monsters for purposes of encounter size, XP award, and treasure.

Oozes are matter in a dread, unquiet state of existence. Oozes are not exactly alive, nor are they safely dead. They merely exist, in a mindless state of eternal hunger, forever seeking their next meal.
Of the various oozes, one of the most deadly, unusual and specialized predators is the Gelatinous Cube. Cubes are one of the most viscous of the oozes, very close to being a solid, and as such have a well-defined cubical shape. Gelatinous Cubes spend their existence mindlessly roaming the darkness, swallowing up all they encounter. Materials the cube cannot digest, such as metal and stone, may briefly remain in the cube's thick, transparent substance, leaving an eerie impression of the unfortunate departed.
Some beings use gelatinous cubes as protectors of dungeons and underground fortifications. They make particularly efficient waste disposal mechanisms as well -- a tribe that can trap a gelatinous cube in a pit or other area that it cannot climb out of can use it as a midden or even a deadly trap.
Gelatinous cubes are generally 10 feet to a side and weigh upward of 60,000 pounds, though subterranean explorers report larger specimens trawling the deepest caves and corridors. In locations with plentiful sources of food, gelatinous cubes can exist for hundreds of years, if not thousands, and may grow to tremendous sizes.
A gelatinous cube's acid only dissolves organic matter, and leaves metal and stone polished but otherwise unharmed.

Combat Tactics

Upon detecting prey in the radius of its blindsight senses gelatinous cubes will usually wait to see if things will stumble into them, taking full advantage of their Transparent ability. If the prey moves away or takes aggressive action, the gelatinous cube will enter combat with one or two acidic spurts and a move, to close the gap. If it only uses one acidic spurt, it will double move. It may also spend an action point in the first round to further close the gap, or to use acidic spurt on additional nearby foes.

Once engaged in melee, it will make optimal use of full attack actions to engulf opponents, via-5-foot steps, while continuing to use heaving surges. Even during a full attack action, a gelatinous cube will use acidic spurt against a ranged target, to keep its prey close by.
Gelatinous Cubes should spend their action points in the first and second rounds, as they are mindless and aggressive. They will never consider fleeing. They are driven to endlessly scour their environment of all organic materials and have no thoughts or desires beyond that.
Gelatinous cubes are slow, lumbering hulks that are nonetheless fully capable of catching up to you and eating you with little effort at all.
NOTE TO REFEREES

A gelatinous cube is a Threat Role monster, and boy do they qualify!

A single gelatinous cube is equivalent to at least four normal monsters, and should provide a good challenge to many parties all by itself. If the party has more than four members, add a Gelatinous Parasite Henchman for each party member above four, up to seven. If your party has eight players, they meet TWO cubes! If your party has more than eight players, wow, and add a Parasite for every player and a Cube for every four players.

Out of Combat

Rewards

XP: 4,800 (Threat role included.)

Treasure: Sellable Goods worth 4,750 gp.

Weight: 160 lbs.     Volume: 6.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 5 Nothing Found
6 - 10 1 Languid Remnant (tier 1)
11 - 14 1 Pale Remnant (tier 2)
15 - 17 1 Bright Remnant (tier 3)
18 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 5 Languid Remnants (tier 1)
2 - 5 5 Pale Remnants (tier 2)
6 - 10 1 Intense Remnant (tier 4)
11 - 14 1 Blazing Remnant (tier 5)
15 - 17 1 Vital Remnant (tier 6)
18 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 5 Bright Remnants (tier 3)
2 5 Intense Remnants (tier 4)
3 - 6 5 Blazing Remnants (tier 5)
7 - 10 5 Vital Remnants (tier 6)
11 - 14 1 Prime Remnant (tier 7)
15 - 17 1 Mythic Remnant (tier 8)
18 - 20 1 Empyrean Remnant (tier 9)