KING
Ochre Jelly (Greater)

Ochre Jelly (Greater)

Ooze · no Crown (Mindless)

T3d8Minor

Massive corrosive masses, greater ochre jellies engulf rooms, acid relentless.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 8  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC88 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind4--
Sense12--
Heart5--
Cunning6--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Ooze Body

Mindless and fearless; it never flees. Squeezes through 1-inch gaps, climbs walls and ceilings, and senses everything within 60 ft without sight.

Passive

Split

When struck by lightning or a slashing blow while it still has Vigor, it splits into two smaller jellies that fight on.

Maneuvers

Maneuver

Engulf

Flows over a creature's space: Body save or it takes 3 damage and is engulfed, taking 1 Vigor damage at the start of each of its turns until it pulls free; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Massive and slow. Engulfs multiple victims. Splits into smaller jellies that continue the attack.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.