3e SRD:Ochre Jelly
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|This material is published under the OGL 1.0a.|
|Hit Dice:||6d10+27 (60 hp)|
|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|
|Climate/Terrain:||Any marsh and underground|
|Advancement:||7-9 HD (Large); 10-18 (Huge)|
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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