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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 />
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