Ochre Jelly: Difference between revisions

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=== DEFENSE ===
=== DEFENSE ===
'''AC''' 18, '''touch''' 10, '''flat-footed''' 18 (+0 dex, +8 armor)
'''AC''' 18, '''touch''' 12, '''flat-footed''' 16 (+4 armor, +2 dex, +2 natural, +0 deflection)


'''hp''' 37
'''hp''' 37
Line 64: Line 64:
Str 13, Dex 8, Con 11, Int 0, Wis 12, Cha 1
Str 13, Dex 8, Con 11, Int 0, Wis 12, Cha 1


'''Base Atk''' +3; '''CMB''' +7; '''CMD''' 18
'''Base Atk''' +3; '''CMB''' +5; '''CMD''' 17


'''Feats''' -
'''Feats''' -

Revision as of 16:37, 26 July 2014


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Ochre Jelly (CR 3)

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

CR 3 Hit Dice 4

XP 800

N Large Ooze

Init +2; Senses Blindsight 30 ft., Perception +5


DEFENSE

AC 18, touch 12, flat-footed 16 (+4 armor, +2 dex, +2 natural, +0 deflection)

hp 37

Fort +2, Ref +2, Will +2

Aura: -

SR: -

Special Defenses: Ooze traits

Immunities: Ooze traits

Weaknesses: -


OFFENSE

Speed 20 ft, climb 20 ft, swim 20 ft.

Space / Reach: 10 ft. / 5 ft.

Single Melee Slime Tentacle +6 (1d6+1/x2)

Full Melee 2x Slime Tentacle +6 (1d6+1/x2)

Ranged -, but see "Splash"

Special Attacks Flowing Form, Splash

Action Points 0


STATISTICS

Str 13, Dex 8, Con 11, Int 0, Wis 12, Cha 1

Base Atk +3; CMB +5; CMD 17

Feats -

Skills Stealth +11

Languages -


SPECIAL ABILITIES

Flowing Form

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

Once per encounter, if struck by a bludgeoning weapon, the Ochre Jelly may make a Slime Tentacle attack against all enemy creatures within ten feet of its space as bits of it's jelly flies in all directions from the impact. Splash is a triggered free action.


Ooze traits
  • Mindless - No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, and take only half damage from a rogue's sneak attack.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Oozes eat and breathe, but do not sleep.


TREASURE

sell value of approximately 750 gp


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. It's 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.