Ochre Jelly

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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>