Stabilized Ochre JellyCreature 5
Source Pathfinder Society Scenario #4-06: Signal from the Electric Laboratory
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
+15 (+10, +5) to hit (unarmed) 2d4 Acid + 1d8+7 BludgeoningMotion Sense 60 feet
A ochre jelly can sense nearby motion through vibration and air movement.
Splorch
Trigger An adjacent creature hits the ochre jelly with a Strike that would deal slashing or piercing damage
Effect A gout of acidic jelly shoots out at the attacker. The attacker must attempt a DC 22 reflex save.
Critical Success The attacker is unaffected.
Success The attacker takes 1d6 acid damage.
Failure The attacker takes 2d6 acid damage.
Critical Failure The attacker takes 2d6 acid damage and 2 persistent,acid damage.
Constrict
(1d8+3)[bludgeoning],1d4 acid1d8+3 bludgeoning damage plus 1d4 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 AcidAn ochre jelly's acid damages only flesh-not bone, stone, wood, or other materials.
Grab
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.
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
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MindlessA 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.
OozeOozes are creatures with simple anatomies. They tend to have low mental attribute modifiers and immunity to mental effects and precision damage.