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Ochre JellyCreature 5


NLargeMindlessOoze
Source Pathfinder Bestiary
Perception +7 (motion sense 60 feet, no vision)
Languages none
Skills Athletics +13
Str +4, Dex -5, Con +6, Int -5, Wis +0, Cha -5

AC 12; Fort +15; Reflex +4; Will +7;
HP 150
Speed 15 feet (climb 10 feet)
Immunities acid, critical hits, electricity, mental, piercing, precision, slashing, unconscious, visual

Pseudopod One Action +15 (+10, +5) to hit 2d4 Acid + 1d8+7 Bludgeoning

Motion Sense 60 feet

A ochre jelly can sense nearby motion through vibration and air movement.

Split

Whenever an ochre jelly is hit by an attack or effect that would deal slashing, piercing, or electricity damage and the ochre jelly has at least 10 HP, the jelly splits into two identical jellies with half the original's HP.

One jelly is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push).

Constrict One Action

1d8+3 bludgeoning damage plus 2d4 acid damage, DC 23 basic fortitude save


The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Ochre Acid

An ochre jelly's acid damages only flesh-not bone, stone, wood, or other materials.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


Ochre jellies are animate masses of protoplasm with a sickly combination of yellow, orange, and brown hues. Their acidic bodies dissolve flesh but leave other materials, including a victim's gear and bones, intact. Some ancient cultures would entomb bodies in stone sarcophaguses with ochre jellies to allow the ooze to break down the flesh and clean and polish the bones.


Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.