Jelly Ochre

This yellow-orange amoeboid creature slithers across the ground, pseudopods grasping ahead of its slow approach.
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
Ochre jellies are animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. At rest, their flat, pulsing bodies stand roughly 6 inches tall and can stretch out to a wide diameter in motion, they often ball up into quivering spherical shapes and almost seem to roll as they move. Their malleable bodies allow them to seep through cracks and holes far smaller than the space they fill. Creatures dwelling below ground often attempt to seal up any such cracks to fortify their lairs against ochre jellies.
An ochre jelly’s highly specialized acid only dissolves flesh. This discovery has led many poisoners and hack alchemists to search out specimens for their tinkering. Some specialized weapons have resulted from these experiments that target the living body in wicked ways. Rumors of a slow-release poison that breaks down the cellular walls in living creatures surfaced a few years ago, but its creator guards the secret with his life.
Notes in a long-forgotten tome mention a burial practice used in faraway places that resembles cremation. Instead of burning the corpse to ashes, the practitioners seal the body into a stone sarcophagus with an ochre jelly so it can dissolve the body. Afterward, the morticians place the ochre jelly into a large canopic jar, complete with a bronze plaque naming the deceased. This practice protects items entombed with the body (which is quickly reduced to nothing but a polished skeleton), and the creature’s essence, it is believed, still rides along with the living jelly.
Ochre jellies stand about 6 inches tall, spread out to a little over 10 feet in diameter, and weigh upward of 2,600 pounds. When in combat, they tend to pile up upon themselves and exude long, dripping pseudopods to slam and grapple anything that moves.
Although the typical ochre jelly has stats as presented here, in the deepest reaches of the underground world these mindless predators can grow to enormous sizes. Perhaps more disturbing, though, are rumors of ochre jellies that have developed additional methods of capturing prey. Adventurers speak of jellies capable of poisoning foes with a touch or exuding clouds of noxious gas that burns the eyes and throat, leaving those who draw too near helpless as the immense protoplasmic beast slithers over their bodies and begins to feed.
Ochre Jelly
Family: Oozes
Large ooze, unaligned
Armor Class 8
Hit Points 45 (6d10 + 12); Wound Threshold N/A
Speed 10 ft., climb 10 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 6 (-2) | 14 (+2) | 2 (-4) | 10 (+0) | 1 (-5) |
Damage Resistances acid
Damage Immunities lightning, slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages –
Challenge 2 (450 XP)
SPECIAL TRAITS
- Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing (see Adventurers, Combat).
- Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
ACTIONS
- Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
REACTIONS
- Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly.
ABOUT
The ochre jelly is a widespread predatory ooze. They easily propagate throughout sewers and in the vicinity of cities in the Netherworld. They contribute to the decaying process of organic matter, and their presence helps create a nourishing soil upon which plants can grow.
SPECIAL OPTION
It appears that the ochre jelly is also able to break down the bodies of corrupted creatures and return them to the cycle of nature without being afflicted itself. As slow, dumb, and unpleasant as they are, ochre jellies are crucial for purifying corrupted sites. Netherworld druids and their disciples don’t hesitate to capture some, locking them in large, heavily sealed amphoras to transport them where they’re needed.
If you use this option, ochre jellies gain the following trait:
- Necrophage of Canker. The ochre jelly is immune to corruption. If it feeds on corrupted substances, the waste and residue are rendered harmless, re-entering the natural cycle.
Section 15: Copyright Notice
The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.
Ochre Jelly
Ochre Jelly CR 5 |
XP 1,600 N Large ooze Init -5; Senses Blindsight 60 ft.; Perception -5 |
DEFENSE |
AC 4, touch 4, flat-footed 4 (-5 Dexterity, -1 size) hp 63 (6d8+36) Fort +8, Ref -3, Will -3 Defensive Abilities split; Immune electricity, mind-affecting effects, ooze traits, slashing and piercing damage |
OFFENSE |
Speed 10 ft., Climb 10 ft. Melee slam +5 (2d4+3 plus 1d4 acid and grab) Space 10 ft.; Reach 5 ft. Special Attacks constrict (2d4+3 plus 1d4 acid) |
STATISTICS |
Strength 14, Dexterity 1, Constitution 22, Intelligence -, Wisdom 1, Charisma 1 Base Atk +4; CMB +7 (+11 grapple); CMD 12 (can’t be tripped) Skills Climb +10 |
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. Split (Ex) Slashing weapons, piercing weapons, and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original creature’s current hit point total, rounded down. A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 hit points. |
ECOLOGY |
Environment temperate underground or marshes Organization solitary Treasure none |