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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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7<br />

Mustard Jelly<br />

Large Ooze<br />

Hit Dice: 7d10+28 (66 hp)<br />

Initiative: -5<br />

Speed: 10 ft. (2 squares)<br />

Armor Class: 4 (-1 size, -5 Dex), touch 4,<br />

flat-footed 4<br />

Base Attack/Grapple: +5/+11<br />

Attack: Slam +6 melee (2d4+3 plus 1d4<br />

acid)<br />

Full Attack: Slam +6 melee (2d4+3 plus<br />

1d4 acid)<br />

Space/Reach: 10 ft./10 ft.<br />

Special Attacks: Acid, constrict 2d4+3 plus<br />

1d4 acid, improved grab, noxious aura<br />

Special Qualities: Blindsight 60 ft., damage<br />

Mustard jelly appears to be a yellowishbrown<br />

form <strong>of</strong> <strong>the</strong> ochre jelly and is thought to be<br />

a distant relative <strong>of</strong> said creature. <strong>The</strong> mustard jelly<br />

gives <strong>of</strong>f a faint odor <strong>of</strong> mustard plants to a range<br />

<strong>of</strong> 20 feet.<br />

Combat<br />

A mustard jelly attacks by forming a<br />

pseudopod from its body and slashing and striking<br />

its foes. A mustard jelly’s natural weapons, as well<br />

as any weapons it wields, are treated as magic<br />

weapons for <strong>the</strong> purpose <strong>of</strong> overcoming damage<br />

reduction.<br />

Acid (Ex): A mustard jelly secretes a<br />

digestive acid that dissolves only flesh and wood.<br />

Any melee hit deals acid damage.<br />

Constrict (Ex): A mustard jelly deals<br />

automatic slam and acid damage with a successful<br />

grapple check.<br />

Flora and Fauna<br />

134<br />

reduction 5/magic, immunity to cold, ooze<br />

traits, spell resistance 13, split<br />

Saves: Fort +6, Ref -3, Will -3<br />

Abilities: Str 15, Dex 1, Con 19, Int —, Wis<br />

1, Cha 1<br />

Skills: —<br />

Feats: —<br />

Environment: Any marsh and underground<br />

Organization: Solitary<br />

Challenge Rating: 7<br />

Treasure: None<br />

Alignment: Always neutral<br />

Advancement: 8-14 HD (Large); 15-21 HD<br />

(Huge)<br />

Level Adjustment: —<br />

Improved Grab (Ex): To use this ability,<br />

a mustard jelly must hit with its slam attack. It<br />

can <strong>the</strong>n attempt to start a grapple as a free action<br />

without provoking an attack <strong>of</strong> opportunity. If it<br />

wins <strong>the</strong> grapple check, it establishes a hold and<br />

can constrict.<br />

Noxious Aura (Ex): Creatures within a<br />

10-foot radius <strong>of</strong> a mustard jelly are at risk <strong>of</strong><br />

breathing in its nauseating fumes, and must<br />

succeed on a DC 17 Fortitude save or be affected<br />

as if by a slow spell (caster level 12th). Creatures<br />

must make a new save each round <strong>the</strong>y are within<br />

range. <strong>The</strong> save DC is Constitution-based.<br />

Split (Ex): Weapons and electricity deal no<br />

damage to a mustard jelly. Instead, <strong>the</strong> creature<br />

splits into two identical jellies, each with half <strong>of</strong><br />

<strong>the</strong> original’s current hit points (round down). A<br />

jelly with 10 hit points or less cannot be fur<strong>the</strong>r<br />

split and dies if reduced to 0 hit points.<br />

Glowbies: A form <strong>of</strong> bioluminescent phytoplankton, glowbies are spores produced by a large,<br />

floating leaf plant called <strong>the</strong> sirens seat. <strong>The</strong>se spores produce a s<strong>of</strong>t yellow light for <strong>the</strong> first 10 days<br />

after <strong>the</strong>y are released, <strong>of</strong>ten attracting <strong>the</strong> attention <strong>of</strong> nearby creatures. Anything that eats <strong>the</strong> spores<br />

spreads <strong>the</strong>m through <strong>the</strong>ir stool. Sea-dwelling races use glowbies as makeshift light sources, fashioning<br />

lanterns <strong>of</strong> kelp and translucent plant leaves that restrain <strong>the</strong> spores but allow <strong>the</strong>ir light to shine through.<br />

Individually, glowbies do not produce enough light to be <strong>of</strong> much use, but put toge<strong>the</strong>r in groups <strong>of</strong> 50,<br />

<strong>the</strong>y are bright enough to illuminate a 10-foot radius underwater.<br />

Collecting a bundle <strong>of</strong> glowbies in <strong>the</strong> wild requires a Survival or Knowledge (nature) check (DC<br />

15) and one hour <strong>of</strong> work. Glowbies cannot survive in non-aquatic environments and stop glowing within<br />

10 minutes <strong>of</strong> leaving <strong>the</strong> water.

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