Jelly, Electric (CR 5/MR 2)

Mythic Electric Jelly (CR 5/MR 2)
XP 1,600
Pathfinder Roleplaying Game Bestiary (gelatinous cube variant)
N Large ooze
Init –5; Senses blindsight 60 ft.; Perception –5

Defense

AC 6, touch 4, flat-footed 6 (–5 Dex, +2 natural, –1 size)
hp 70 (4d8+52)
Fort +10, Ref –4, Will –4
Defensive Abilities Immune electricity, ooze traits

Offense

Speed 15 ft.
Melee slam +2 (1d6 plus 1d6 acid and 1d6 electricity)
Space 10 ft.; Reach 5 ft.
Special Attacks electric pulseMA, engulf (DC 12, 1d6 acid, 1d6 electricity, and paralysis), mythic power (4/day, surge 1d6), paralysis (3d6 rounds, DC 21), shocking touchMA

Statistics

Str 10, Dex 1, Con 28, Int —, Wis 1, Cha 1
Base Atk +3; CMB +4 (+8 grapple); CMD 9 (can’t be tripped)
Feats Extra Mythic Power
SQ conductive shockMA, transparent

Ecology

Environment any underground
Organization solitary
Treasure incidental

Special Abilities

Acid (Ex) An electric jelly’s acid does not harm metal or stone.

Conductive Shock (Ex) Whenever a creature strikes a mythic electric jelly with a metallic melee weapon (including partially metallic weapons like spears), that weapon conducts a shock back to its wielder dealing 1d4 points of electrical damage per hit. Creatures striking the mythic electric jelly with natural weapons, unarmed strikes, or melee touch attacks take twice normal damage and must succeed at a Fortitude save to avoid paralysis, though they gain a +4 bonus to their saving throw.

Electric Pulse (Su) Once every 1d4 rounds as a move action, a mythic electric jelly can unleash a 10-foot-radius pulse of electricity that deals 2d6 points of electricity damage and stuns all creatures in the area for 1 round; a DC 21 Fortitude save halves this damage and negates the stun. A mythic electric jelly can spend one use of its mythic power to extend the area of this pulse, either as a burst extending 15 feet in all directions from the jelly’s body or in the form of a 30-foot cone-shaped burst. The save DC is Constitution-based.

Shocking Touch (Su) A mythic electric jelly deals 1d6 points of electricity damage on a successful attack and gains a +3 bonus on attack rolls against metallic or metal-armored creatures (including creatures using bucklers or other metal shields). In addition, once per minute the jelly can make a supernatural touch attack identical in effect to shocking grasp (caster level 4th). It can spend one use of its mythic power to use the mythic version of shocking grasp instead, or two uses of mythic power to use the augmented mythic version of shocking grasp. This touch attack does not deal slam damage or trigger the jelly’s grab or constrict ability, but it does deal 1d6 points of acid damage and trigger the jelly’s paralysis ability.

Transparent (Ex) Due to its lack of vivid coloration, an electric jelly is difficult to discern. A DC 10 Perception check is required to notice a motionless electric jelly. Any creature that fails to notice an electric jelly and walks into it is automatically engulfed.

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