Ochre Jelly

Ochre Jelly

Large ooze
Challenge

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 bleeding, blinded, charmed, deafened, exhausted, frightened, prone

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

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

Maneuvers. The ochre jelly uses maneuvers (maneuver save Difficulty 12). It has 5 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 when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, blind, spring attack

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

Actions (1)

Pseudopod. Melee Weapon Attack: +3 to hit. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage and the target’s armor or natural armor is corroded 1 until the end of the ooze’s next turn.

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 on a miss by 4 or less) if you have advantage on the attack, 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.

Enhance

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

As an action, make a weapon attack as you strike a sensitive area.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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