Repulsive Ochre Jelly

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Repulsive Ochre Jelly (CR 13)

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 covered in horrible boils which glisten wetly and seem on the brink of popping with the slightest touch.


GENERAL

CR 13 Hit Dice 19

XP 25,600

N Huge Ooze

Init +6; Senses Weak Blindsense 30 ft., Perception +20


DEFENSE

AC 34, touch 20, flat-footed 30 (+8 armor, +4 dex, +6 natural, +6 deflection)

hp 295

Fort +16, Ref +12, Will +12

Aura: -

SR: -

Special Defenses: Takes only half damage from bludgeoning attacks

Immunities:

  • immune to any non-magical weapon damage
  • all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) (an ooze with an Int score loses this trait)
  • gaze attacks, visual effects, illusions, and other attack forms that rely on sight
  • precision damage, critical hits, flanking
  • poison
  • sleep
  • polymorph, paralysis, stunning

Weaknesses: -


OFFENSE

Speed 30 ft., Climb 30 ft., Swim 30 ft.

Space / Reach: 15 ft. / 15 ft.

Single Melee Slime Tentacle +19 (2d8+9/19-20x2 acid damage)

Full Melee 3x Slime Tentacle +19 (2d8+9/19-20x2 acid damage)

Ranged None, but see Bursting Boils

Special Attacks Bursting Boils, Corrosion, Flowing Form

Action Points 0


STATISTICS

Str 16, Dex 13, Con 15, Int -, Wis 12, Cha 1

Base Atk +13; CMB +22 (+24 to Sunder); CMD 30

Feats Improved Sunder

Skills Stealth +24

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. It can move through enemy spaces (also without provoking) as long as it doesn't end its movement in an occupied space.


Bursting Boils

Any time an ochre jelly is subjected to bludgeoning damage, one of the many festering boils on its surface bursts, spraying acid in a 15 foot radius. Creatures in the affected area take 3d6+2 points of acid damage, but may make a reflex save, DC 22, for half. This is a triggered free action, which happens each time it is subjected to bludgeoning damage.


Corrosion

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 (CMB +24) versus the target's CMD. If successful, the first non-broken item on this list becomes corroded, gaining the Broken condition:

  • 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 base weapon damage, since the Ochre Jelly already dealt normal attack damage prior to making the sunder.


TREASURE

sell value of approximately 11,250 gp


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 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 30 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 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.

Its bursting boils ability is automatic, and happens outside of its turn, whenever it is subjected to bludgeoning damage.

The Ochre Jelly will always use Corrosion each round, and always on the first creature it successfully strikes.