Jelly, Ochre (CR 6/MR 2)

Mythic Ochre Jelly (CR 6/MR 2)
XP 2,400
Pathfinder Roleplaying Game Bestiary
N Large ooze (mythic)
Init –5; Senses blindsight 60 ft.; Perception –5

Defense

AC 6, touch 4, flat-footed 6 (–5 Dex, +2 natural, –1 size)
hp 85 (6d8+58)
Fort +9, Ref –3, Will –3
Defensive Abilities split (piercing, slashing, and electricity, 10 hp); DR 5/epic; Immune electricity, mind-affecting effects, slashing and piercing damage, ooze traits

Offense

Speed 10 ft., climb 10 ft.
Melee slam +5 (2d4+3 plus 1d4 acid, grab, and primordial poison)
Space 10 ft.; Reach 5 ft. (10 ft. with toxic tendril)
Special Attacks constrict (2d4+3 plus 1d4 acid), flesh leachingMA, mythic power (4/day, surge 1d6), toxic tendrilMA (+5 melee touch, 1d4 acid plus poison)

Statistics

Str 14, Dex 1, Con 24, Int —, Wis 1, Cha 1
Base Atk +4; CMB +7 (+11 grapple); CMD 12 (can’t be tripped)
Feats Extra Mythic Power
Skills Climb +10
SQ noxious fumesMA

Special Abilities

Acid (Ex) An ochre jelly secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe—creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the ochre jelly’s acid damage.

Flesh Leaching (Ex) The acid of a mythic ochre jelly not only dissolves flesh but digests it for the jelly’s nourishment. Whenever it deals acid damage to a target made of flesh, it heals an equal amount of damage. If the jelly is already at maximum hit points, any excess hit points are gained as temporary hit points lasting 1 hour, up to a maximum number of temporary hit points equal to its normal hit point total. If a creature dies while grappled by the ochre jelly, the target’s flesh is totally consumed at the end of the jelly’s next turn, providing it with additional healing (or temporary hit points) equal to twice the creature’s Hit Dice.

Noxious Fumes (Ex) As a full-round action, a mythic ochre jelly can vent caustic fumes that burn the eyes and throats of creatures within 10 feet, dealing 2d4 points of acid damage and causing them to become dazzled and nauseated for 1d4 rounds (DC 20 Fortitude negates the nauseated condition but not the other effects). It may spend one use of its mythic power to vent these fumes as a swift action rather than a full-round action.

Toxic Tendril (Ex) As a standard action, a mythic ochre jelly can extrude a tendril with 10-foot reach and use it to make a melee touch attack. This attack deals acid damage but no slam damage, and in addition delivers a dose of the jelly’s poison. If a mythic ochre jelly begins its turn grappling a target, it can attack that target with its toxic tendril as a swift action.

Poison - contact; save Fort DC 20; frequency 1/ round for 6 rounds; effect sickened 1 minute and 1d3 Con; cure 2 consecutive saves. The save DC is Constitution-based.

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