🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Ochre JellyCreature 5


LargeMindlessOoze
Source Pathfinder Bestiary
Perception +7 (motion sense (precise) 60 feet)
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, piercing, precision, slashing, unconscious, visual

Pseudopod One Action +15 (+10, +5) to hit (unarmed) 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],2d4 acid1d8+3 bludgeoning damage plus 2d4 acid damage, DC 23 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 successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


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 attribute modifiers are –5. They are immune to all mental effects.

Ooze

Oozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.