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Elder Evils

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Ochre Jelly CR 5<br />

hp 69 (6 HD); split<br />

N Large ooze<br />

Init –5; Senses blind, blindsight 60 ft.; Listen –5<br />

Languages —<br />

AC 4, touch 4, flat-footed 4<br />

Immune gaze attacks, illusions, visual effects; ooze<br />

immunities<br />

Fort +8, Ref –3, Will –3<br />

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

Melee slam +5 (2d4+3 plus 1d4 acid)<br />

Space 10 ft.; Reach 5 ft.<br />

Base Atk +4; Grp +10<br />

Atk Options acid, constrict 2d4+3 plus 1d4 acid, improved<br />

grab<br />

Abilities Str 15, Dex 1, Con 22, Int —, Wis 1, Cha 1<br />

SQ ooze traits<br />

Skills Climb +10, Listen –5<br />

Split (Ex) Slashing and piercing weapons and electricity deal<br />

no damage to an ochre jelly. If such an attack hits, the<br />

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

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

10 hit points or fewer cannot be further split and dies if<br />

reduced to 0 hit points.<br />

Acid (Ex) An ochre jelly’s natural attack deals an extra 1d4<br />

points of acid damage.<br />

Constrict (Ex) An ochre jelly deals 2d4+3 points of damage<br />

plus 1d4 points of acid damage with a successful grapple<br />

check, in addition to damage from its slam attack.<br />

Improved Grab (Ex) To use this ability, an ochre jelly must hit<br />

an opponent with a slam attack. It can then attempt to<br />

start a grapple as a free action without provoking attacks<br />

of opportunity. If it wins the grapple, it establishes a hold<br />

and can constrict.<br />

FEATURES OF THE AREA<br />

Blood: The pools of blood in this area are slippery, increasing<br />

the DC of Balance and Tumble checks by 5.<br />

Lead Door: 2 inches thick; hardness 10; hp 60; Open Lock<br />

DC 30; Break DC 28.<br />

ENCOUNTER 10-1<br />

When the PCs open the door, read:<br />

A gruesome scene greets you. Lying on the floor in a<br />

pool of blood is the headless corpse of a human, its<br />

flesh smoking from acidic handprints. Gathered<br />

around the body and tearing at its flesh are three<br />

mounds of dripping brown jelly, reminiscent of<br />

humanoids in their postures and movements.<br />

Crouching in a corner is a human witness to this<br />

atrocity. He yells, “Kill them. All of them!”<br />

TACTICS<br />

The whelps of Zargon ooze forward to attack the first character<br />

they sense. The make slam attacks each round against<br />

the closest creature. If they hit, they start grapples as free<br />

actions. A whelp and its opponent make opposed grapple<br />

checks. If the whelp wins, it grapples its opponent and<br />

moves into its opponent’s space, dealing 1d6+12 points of<br />

damage plus 2d6 points of acid damage. On its next turn, it<br />

attempts to pin the opponent by making another opposed<br />

grapple check. Remember, each time a whelp deals damage,<br />

its opponent must make a Fortitude save to avoid being polluted<br />

by slime.<br />

If Dorn is here and the trap was not sprung, he uses his first<br />

action to summon a black pudding. He then retreats to the<br />

far corner. On his next turn, he uses summon ooze to summon<br />

an ochre jelly and then draws his rapier. Once his minions<br />

are engaging the PCs, Dorn follows up with corrosive spew,<br />

then moves toward an injured player character, drawing his<br />

kukri as he does.<br />

155

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