Kryx RPGThemesCreatures
Ochre Jelly

Ochre Jelly

Large ooze
Challenge
2

STR
2
DEX
−2
CON
2
INT
−4
WIS
−2
CHA
−5

45
6d10+12
10
Fort
+3
Ref
+1
Will
−3
Damage resistances acid
Damage immunities lightning, slashing
Condition immunities blinded, charmed, deafened, exhausted, frightened, prone

Speed 2 m., climb 2 m.
Senses blindsight 10 m. (blind beyond this radius)

Amorphous. The jelly can move through a space as narrow as 2 centimeters wide without squeezing.

Maneuvers. The ochre jelly uses maneuvers (maneuver save DC 12). It has 7 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, blind, spring attack

Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.

Reactions

Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 health. Each new jelly has health equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly.

Underdarksrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to blind a creature by striking a sensitive area. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be blinded for 1 minute/stamina die. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.