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Ochre Jelly

Creature 5 — mindless, ooze

Pre-Remaster content. May include legacy alignment.

Ochre jellies are animate masses of protoplasm with a sickly combination of yellow, orange, and brown hues. Their acidic bodies dissolve flesh but leave other materials, including a victim's gear and bones, intact. Some ancient cultures would entomb bodies in stone sarcophaguses with ochre jellies to allow the ooze to break down the flesh and clean and polish the bones. Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to en

Source: pathfinder-bestiary (Pre-Remaster)

Perception +7
Skills athletics +13
Str
+4
Dex
-5
Con
+6
Int
-5
Wis
+0
Cha
-5
AC 12 Fort +15 Ref +4 Will +7
HP 150
Immunities acid, critical-hits, electricity, piercing, precision, slashing, unconscious, visual
Speed 15 feet, climb 10 feet

Offense

Melee Pseudopod +15, Damage 1d8+7 bludgeoning plus 2d4 acid

Abilities

Motion Sense 60 feet — A ochre jelly can sense nearby motion through vibration and air movement.
Split — Whenever an ochre jelly is hit by an attack or effect that would deal slashing, piercing, or electricity damage and the ochre jelly has at least 10 HP, the jelly splits into two identical jellies with half the original's HP. One jelly is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push).
Constrict — 1d8+3 bludgeoning plus 2d4 acid{1d8+3 bludgeoning damage plus 2d4 acid damage}, DC 23 Fortitude save Constrict
Ochre Acid — An ochre jelly's acid damages only flesh-not bone, stone, wood, or other materials.
Grab — Grab

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