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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | - | - |
| Mind | 4 | - | - |
| Sense | 12 | - | - |
| Heart | 5 | - | - |
| Cunning | 6 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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.
Split
When struck by lightning or a slashing blow while it still has Vigor, it splits into two smaller jellies that fight on.
Maneuvers
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.