Ochre Jelly
Ochre Jelly (CR 3)
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
<insert descriptive text here>
GENERAL
CR 3 Hit Dice 4
XP 800
<alignment> <size> <racial keyword>
Init +2; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +5
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 dex, +6 armor)
hp 30
Fort +6, Ref +2, Will +2 <swap as needed; only one strong save>
Aura: -
SR: - <13, if any>
Special Defenses: -
Immunities: -
Weaknesses: -
OFFENSE
Speed 30 ft. <adjust as needed; list other movement types here also>
Space / Reach: 5 ft. / 5 ft. <adjust as needed>
- or: Single Melee Bite +6 (2d4+1/x2)
Full Melee <melee weapon> +6 (1d8+2/19-20x2)
- or: Full Melee Bite +6 (2d4+1/x2), 2x Claws +6 (1d4+1/x2)
Ranged <optional ranged attack> +6 (1d8+2/x2)
Special Attacks <copy from source; only list ability names here; describe below>
Action Points 0 <common monsters never have action points, named monsters often have one.>
STATISTICS
Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX <copy from source>
Base Atk +3; CMB +7; CMD 18
Feats <pick one or two thematically relevant feats; avoid complicated ones.>
Skills <choose only if relevant, values around 1.5 x creature’s CR>
Languages <copy from source>
SPECIAL ABILITIES
<special abilities should have a save DC 13>
<special attack damage (standard action): 1d8+2>
<special attack damage (aoe’s, swift actions or inflicting status effects): 1d6>
- <ability name>
<ability description>
- <ability name>
<ability description>
TREASURE
sell value of approximately 750 gp
COMBAT TACTICS
<describe typical actions taken during combat here>