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Revision as of 20:49, 12 July 2019

Ochre Jelly

Ochre Jelly (CR 3)

Neutral - Large - Ooze
Ochre Jelly is a vile, magical form of unnatural existence. It's not truly alive, nor is it properly dead. It is a hungry thing that creeps about in an eternal quest for food. When it has grown large enough, it splits into two new jellies, which each continue their mindless ways.
Ochre Jelly is, thankfully, one of the least dangerous forms of ooze, although that's rather akin to saying a house fire is less dangerous than a forest fire. Ochre Jelly has no mind, it is simple and direct. It senses warmth and vibration, it moves toward the warmth and vibration and eats whatever it finds until it is large enough to split.
If it does not sense warmth and vibration, it oozes about at random, usually moving five feet every five minutes or so. It will slime its way right up walls and across ceilings without trouble, and will enter water without even knowing it's no longer in air.
Ochre Jelly can be encountered literally anywhere, and tragic stories have arisen from a jelly that slips into a house at night.

General

Lore Check: Know (Dungeoneering) (Basic: DC 6; Full: DC 21)
Init: +5
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Blind to Vision, Sound, and Smell, Blindsense 30 ft.
Passive Perception: 16 (Spot: +6, req's move action)

Defense

AC: 18
Maneuver Defense (MD): 18
Hit Points: 37     (Bloodied Value: 18)    Hit Dice: 4
Fort: +2    Refl: +2    Will: +2
Special Defenses:
Strong Against:
  • (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, critical hits
  • (Ooze 4) Hardened (½ damage): precision damage
Weak Against:

Offense

Movement Types: Walk 20 ft., Greater Climb 20 ft., Lesser Swim 20 ft.
Space / Reach: 10 ft. / 5 ft.
Standard Attack:
  • 1x Slime Tentacle +6 (1d10+5/x2) as slime (physical, common)
Full Attack:
  • 1x Slime Tentacle +6 (1d10+5/x2) as slime (physical, common); vs. up to three different enemies within 10 feet
Standard Ranged:
Maneuver Offense: +6
Siege Damage: Not siege capable
Special Attacks: Flowing Form, Splash
Action Points: 0

Statistics

Str: 13    Dex: 8    Con: 11    Int: —    Wis: 12    Cha: 1
Feats:
Skills:
Languages:

Special Abilities

Flowing Form (Ex)

An ochre jelly never provokes attacks of opportunity from movement. Its flowing form and amorphous body give it an unpredictable flow and surge when it moves.

Splash (Ex)

Up to once per round, if struck by a bludgeoning (physical, common) weapon, the Ochre Jelly may make a Slime Tentacle attack against all enemy creatures within ten feet of its space as bits of its jellied body fly in all directions from the impact. Splash is a triggered immediate action.


Combat Tactics

Ochre Jelly has no mind, thus it has no tactics. That said, it is deadly effective as it may crawl up to a victim literally from anywhere, drop from the ceiling, ooze up through the toilet, anything. Its movements tend to be slow and smooth, so it has a formidable stealth ability which is enhanced by the bits of crud clinging to its surface most of the time.

Out of Combat

Rewards

XP: 800
Treasure: Sellable Goods worth 813 gp.
Weight: 40 lbs.     Volume: 2 cu ft
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
Table 2: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
Table 3: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)