Difference between revisions of "Repulsive Ochre Jelly"

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Latest revision as of 20:26, 26 March 2020

Repulsive Ochre Jelly

Repulsive Ochre Jelly (CR 13)

Neutral - Huge - 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. Repulsive Ochre Jellies are ochre jellies which have grown nearly to the point of this meiosis, and will split any day now.
An 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.
Repulsive Ochre Jelly is big. Really big, like a large pool or small pond worth. If you run into a whole swarm of them, it can feel like fighting an ocean of deadly, corrosive goo that vanishes from blows and eats away at everything around them. If you can get a glimpse of one sitting still, you will see it is covered in horrible boils which glisten wetly and seem on the brink of popping with the slightest touch.


Lore Check: Know (Dungeoneering) (Basic: DC 24; Full: DC 39)
Init: +23
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Blind to Vision, Blind to Sound, Blind to Smell, Blindsense 50 ft.
Passive Perception: 33 (Spot: +23, req's move action)


AC: 34
Maneuver Defense (MD): 35
Hit Points: 295     (Bloodied Value: 147)    Hit Dice: 25
Fort: +16    Refl: +12    Will: +12
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
  • Hardened (½ damage): versus Piercing (physical, common) damage
Weak Against:


Movement Types: Walk 30 ft., Greater Climb 30 ft, Greater Swim 30 ft.
Space / Reach: 15 ft. / 15 ft.
Standard Attack:
  • 1x Slime Tentacle +21 (3d8+11/19-20 x2) as acid (energy, common); plus: Corrosion (see below)
Full Attack:
  • 3x Slime Tentacle +21 (3d8+11/19-20 x2) as acid (energy, common); plus: Corrosion (see below)
Standard Ranged:
  • 1x Slimey Gush +21 (3d8+11/19-20 x2) as acid (energy, common) (Increment: 50 ft.; Max Range: 50 ft.) ; 3x3 square area of effect, roll once to attack all creatures in area, plus: Corrosion (see below)
Maneuver Offense: +20
Siege Damage: Not siege capable
Special Attacks: Flowing Form, Bursting Boils, Corrosion
Action Points: 0


Str: 16    Dex: 15    Con: 15    Int: -    Wis: 13    Cha: 4
Feats: Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)

Special Abilities

Flowing Form (Ex)

An ochre jelly's flowing form and amorphous body give it an unpredictable flow and surge when it moves. It ignores both Difficult and Impeded terrain, flowing over, through and around such spaces without difficulty.
It never provokes attacks of opportunity from movement.
Lastly, and surprisingly, it ignores Occupied squares, meaning it can move through allied or enemy spaces (also without provoking) as long as it doesn't end its movement in an occupied or blocked space. Having a jelly flow around you like solid smoke is a disconcerting event, as reported by the rare survivors of jelly attacks.

Bursting Boils (Ex)

Up to once per round per attacker, when an ochre jelly is subjected to bludgeoning (physical, common) or slashing (physical, common) damage, some of the festering boils on its surface burst, spraying acid on all squares within fifteen feet of its space. Creatures in the affected area take 3d6+7 points of acid (energy, common) damage, but may make a reflex save, DC 26, for half. This is a triggered free action, which happens each time it is subjected to bludgeoning or slashing damage in a given round by a different attacker.

Corrosion (Ex)

Once per round as a free action, the Ochre Jelly may attempt a Sunder maneuver against the first creature it successfully strikes. This is a free action that does not provoke attacks of opportunity. The Ochre Jelly makes a combat maneuver check, making a Maneuver Offense check (1d20 + 22 versus the target's Maneuver Defense). If successful, the first non-broken item on this list becomes corroded, suffering one or more points of durability damage. An item reduced to 0 or fewer points of durability gains the Broken condition. Targeted items, in order, are:
  • Shield
  • Armor
  • Weapon/Item held in main hand
  • Weapon/Item held in off-hand
  • Boots
  • Helmet
  • Belt
  • Bracers
If none of the above items are present, or all of them are broken, the Sunder maneuver has no effect. Since the ochre jelly is mindless, it must always follow this sequence and may not choose a more effective item from the list to corrode first. Note that, unlike a normal Sunder attack, this attack does not deal additional damage, since the Ochre Jelly already dealt normal attack damage prior to making the sunder.

Combat Tactics

A completely mindless creature, an Ochre Jelly will simply move towards something it senses as movement or heat. Once it decides something is really alive and not simply a warm rock that has been lying in the sun all day, it will aggressively attack the creature detected, attempting to dissolve it into a tasty, easily digested goo.
Ochre Jelly has a very good stealth skill, mainly due to how slowly they move when they haven't detected any prey nearby. They are assumed to always be in a Stealth stance out of combat, and will take advantage of any circumstance modifiers they may get from blending into their environment. They don't really set up ambushes, but they tend to accumulate bits of detritus and nearby foliage, which sticks to their surfaces, slowing being dissolved or discarded. This debris makes them even harder to spot before they lunge into a feeding frenzy. Note that Oozes are completely deaf and blind, but sense any vibrations or heat within 50 feet of them. If they sense even a little heat or vibration, they will slowly move towards it, at a rate of about 5 feet per 5 minutes, until more certain the heat or vibration is really coming from prey.
Once in a fight, Ochre Jelly exhibits horrifying mobility, seeming more akin to some animated solid mist than a slimy-steely-hard semi-liquid. It can flow right over, through and around ridiculous amounts of obstacles, able to drain away through a pile of rubble, for example, like deadly, murderous hungry water.
Partly due to this freakish composition, it ignores attacks of opportunity provoked by its own movement. This means it can slide right into the middle of a party if it wants to. It can even move through enemy spaces as long as there is a large enough gap for it to end its turn within. It cannot stop in a space which is already occupied or blocked by a solid object.
Its bursting boils ability is automatic, and may happen inside or outside of its turn, whenever it is subjected to bludgeoning or slashing damage.
The Repulsive Ochre Jelly will always use Corrosion each round, and always on the first creature it successfully strikes, either in melee or with its Slmey Gush. It generally prefers melee, but if it takes a heavy ranged attack from inside its Blindsense range, it may attack with Slimey Gush.
The Repulsive Ochre Jelly has 15 feet of reach, and combat reflexes, and prefers fighting in the midst of food. It is very, very dangerous.

Out of Combat

Ochre Jelly is more akin to a force of nature than a creature, and doesn't really seem to be alive. It will attack anything it perceives as food, no matter the consequences.
More intelligent monsters will sometimes work to take advantage of Repulsive Jellies, and will do such things as seal them up in rooms above passages, with drains they can open to allow the jelly to our down on intruders. Less sophisticated monsters may simply keep a swarm of jellies well-fed in a basement, and make it seem like somehting is valuable is down there.
On their own, Jellies are surprisingly durable, as tiny splatters left over after a battle, successful or not, can and will grow into new jellies. Beating a veritable lake of hungry alien slime is bad enough, but the near-certainty that you won't get all of it and it will eventually regrow is downright discouraging.
Jelly sightings are certain to provoke a vigorous response from any civilized settlement anywhere nearby. Leaving jellies to grow is just a bad idea, no matter the expense of fighting them.


XP: 25,600
Treasure: Sellable Goods worth 17,625 gp.
Weight: 130 lbs.     Volume: 5.2 cu. ft.
  • Ochre Jelly ichor is very, very valuable to the right buyers, and even more so for the more powerful versions.
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)