3e SRD:Ochre Jelly

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This material is published under the OGL 1.0a.

Ochre Jelly[edit]

Size/Type: Large Ooze
Hit Dice: 6d10+27 (60 hp)
Initiative: -5 (Dex)
Speed: 10 ft., climb 10 ft.
AC: 4 (-1 size, -5 Dex)
Attacks: Slam +5 melee
Damage: Slam 2d4+3 and 1d4 acid
Face/Reach: 5 ft. by 10 ft./10 ft.
Special Attacks: Improved grab, acid, constrict 2d4+3 and 1d4 acid
Special Qualities: Blindsight, split, ooze immunity, ooze
Saves: Fort +4, Ref -3, Will -3
Abilities: Str 15, Dex 1, Con 15, Int —, Wis 1, Cha 1
Skills:
Feats:
Climate/Terrain: Any marsh and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-18 (Huge)


Combat

Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Ooze: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Improved Grab (Ex): To use this ability, the ochre jelly must hit with its slam attack. If it gets a hold, it can constrict.

Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage.

Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.

Split (Ex): Weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half the original’s hit points (round down). A jelly with only 1 hit point cannot be further split.



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