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Ochre Jelly A5E

CR 2 ooze

Large ooze, chaotic evil


Armor Class
8
Hit Points
45 (6d10+12)
Speed
15 ft., climb 15 ft., swim 15 ft.

STR14 (+2)
DEX6 (-2)
CON14 (+2)
INT1 (-5)
WIS6 (-2)
CHA1 (-5)

Saving Throws
Skills
Damage Immunities
acid, lightning, slashing
Condition Immunities
blinded, charmed, deafened, fatigue, frightened, prone
Senses
blindsight 60 ft., passive Perception 8
Languages
—
Challenge
2 (450 XP) · Proficiency Bonus +2

Amorphous.

The jelly can pass through an opening as narrow as 1 inch wide without squeezing.

Ooze Nature.

An ooze doesnt require air or sleep.

Spider Climb.

The jelly can use its climb speed even on difficult surfaces and upside down on ceilings.

Sunlight Sensitivity.

While in sunlight, the jelly has disadvantage on attack rolls.

Actions

Pseudopod.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage and the target is grappled (escape DC 12). A grappled target takes 3 (1d6) acid damage at the start of each of the jellys turns.

Reactions

Split.

When a Medium or larger jelly with at least 10 hit points is subjected to lightning or slashing damage, it splits into two jellies that are each one size smaller, freeing any grappled targets. Each new jelly has half the originals hit points (rounded down).

Other versions

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details