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