Repulsive Ochre Jelly: Difference between revisions

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m (Text replacement - " <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | Role-Only--Replace-Rez-Power--Concentration" to " <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "s...)
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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 10
| Max-CR = 18


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description | 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.
| Description | 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.
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.
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.
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Ooze
| Type | Ooze
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- Put any DR or ER values here -->
   <!-- Put any DR or ER values here -->


| StrongAgainst = '''''Hardened (damage):''''' versus {{dmg|Piercing}} damage
| StrongAgainst = '''''Hardened (&frac12; damage):''''' versus {{dmg|Piercing}} damage
   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (&frac12; damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| Dex = 15
| Dex = 15
| Con = 15
| Con = 15
| Int = -
| Int = 0
| Wis = 13
| Wis = 13
| Cha = 4
| Cha = 4
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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Action-Required =  
| Ability-1-Action-Required = Always On
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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| Ability-1-Description = An ochre jelly's flowing form and amorphous body give it an unpredictable flow and surge when it moves.  It ignores both [[Types_of_Movement#Difficult_Terrain|Difficult and Impeded]] terrain, flowing over, through and around such spaces without difficulty.  
| Ability-1-Description = An ochre jelly's flowing form and amorphous body give it an unpredictable flow and surge when it moves.  It ignores both [[Types_of_Movement#Difficult_Terrain|Difficult and Impeded]] terrain, flowing over, through and around such spaces without difficulty.  


: It never provokes attacks of opportunity from movement.   
It never provokes attacks of opportunity from movement.   


: Lastly, and surprisingly, it ignores [[Types_of_Movement#Occupied_Squares|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.
Lastly, and surprisingly, it ignores [[Types_of_Movement#Occupied_Squares|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.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Action-Required =  
| Ability-2-Action-Required = Automatic when attacked, Special
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-3-Action-Required =  
| Ability-3-Action-Required = Automatic, after successful attack
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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| Ability-3-Description = 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 + {{Maneuver-Offense|n=+2}} 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:
| Ability-3-Description = 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 + {{Maneuver-Offense|n=+2}} 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
* Shield
::* Armor
* Armor
::* Weapon/Item held in main hand
* Weapon/Item held in main hand
::* Weapon/Item held in off-hand
* Weapon/Item held in off-hand
::* Boots
* Boots
::* Helmet
* Helmet
::* Belt
* Belt
::* Bracers
* 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.
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.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Role-Only--Add-Killer-Power--Type =  
| Role-Only--Add-Killer-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Add-Killer-Power--Concentration =  
| Role-Only--Add-Killer-Power--Concentration =  
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| Role-Only--Replace-Leader-Power--Type =  
| Role-Only--Replace-Leader-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Leader-Power--Concentration =  
| Role-Only--Replace-Leader-Power--Concentration =  
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| Role-Only--Replace-Legend-Power--Type =  
| Role-Only--Replace-Legend-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Legend-Power--Concentration =  
| Role-Only--Replace-Legend-Power--Concentration =  
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| Role-Only--Replace-Minion-Power--Type =  
| Role-Only--Replace-Minion-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Minion-Power--Concentration =  
| Role-Only--Replace-Minion-Power--Concentration =  
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| Role-Only--Replace-Shooter-Power--Type =  
| Role-Only--Replace-Shooter-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Shooter-Power--Concentration =  
| Role-Only--Replace-Shooter-Power--Concentration =  
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| Role-Only--Add-Skirmisher-Power--Type =  
| Role-Only--Add-Skirmisher-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Add-Skirmisher-Power--Concentration =  
| Role-Only--Add-Skirmisher-Power--Concentration =  
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| Role-Only--Replace-Sneak-Power--Type =  
| Role-Only--Replace-Sneak-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Sneak-Power--Concentration =  
| Role-Only--Replace-Sneak-Power--Concentration =  
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| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
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| CombatTactics = 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.
| CombatTactics = 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.
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.   
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.
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.
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 will always use Corrosion each round, and always on the first creature it successfully strikes, either in melee or with its Slimey 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.
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   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = 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.
| OutOfCombat = 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.
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 something 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.
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.
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.





Latest revision as of 19:19, 10 September 2022

Repulsive Ochre Jelly (CR 13)

Neutral - Huge - Ooze
Lore: K. (Dungeoneer)
24 39
Basic DC Full DC
Initiative
Initiative Icon 2.png
21
Perception:
31 +21
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
34
Man Def
Shield Icon 3.png
33
Monster Health
336 168 25
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +15
Refl: +10
Will: +10

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 (quelled, prone, splayed]])
  • (Ooze 4) Hardened (½ damage): critical hits, precision damage
  • Hardened (½ damage): versus Piercing (physical, common) damage
Weak Against:

Offense

Size: Huge
15 ft. 15 ft.
Space Reach
To-Hit
+20
Sword Icon 3.png
Man Off
+21
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Slime Tentacle +20 (3d8+11/19-20 x2)
    as acid (energy, common)
    plus: Corrosion (see below)

Full Attack (Melee):

  • 3x Slime Tentacle +20 (3d8+11/19-20 x2)
    as acid (energy, common)
    plus: Corrosion (see below)

Standard Attack (Ranged):

  • 1x Slimey Gush +20 (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)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

16
STR
15
DEX
15
CON
INT
13
WIS
4
CHA

Skills:

Languages:

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) Always On

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) Automatic when attacked, Special

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 23, 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) Automatic, after successful attack

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 + 23 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.

Repulsive Ochre Jelly

Repulsive Ochre Jelly

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.

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 Slimey 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 something 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.

Rewards

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 a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
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
### Nothing to see here!
### Or here. Move along.
Table 2: 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
### Or here. Move along.
Table 3: 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)