Ochre Jellies are slimes that have formed in caves and caverns rich in sulfur. As the ochre jelly ages and accumulates more of its environment it becomes able to hone itself with the power of lightning. These elemental slimes can quickly become an issue if left alone for too long, with the largest of them coming from old abandoned mines.
Medium Amorphous Elemental Slime
Hit Points
26
Speed
25 ft
AC
15
Fortitude
14
Reflex
13
Will
13
Str
13 (+1)
Dex
13 (+1)
Con
18 (+4)
Int
15 (+2)
Wis
16 (+3)
Cha
11 (+0)
Absorptions. Lightning damage.
Immunities. BlindedBlinded The target cannot see, granting total concealment for all creatures against it. The target automatically fails checks that rely on sight., CharmedCharmedThe target is friendly to the one who Charmed them, taking inaction against them in combat and becoming hostile to anyone who is hostile toward them., EnragedEnragedThe creature is angered, taking Disadvantage to hit any creature that is not the source of its Enrage., DeafenedDeafenedThe creature cannot hear, losing all bonuses that require verbal components. The target automatically fails checks that rely on hearing., DerangedDerangedThe target has lost their head, attacking the nearest creature to it, whether it be friend or foe., DizziedDizziedThe target may only take one Action per turn and loses concentration on any spell they’ve Sustained. The target may not take Reactions, including Attacks of Opportunity., DrowningDrowningYou’re fully submerged in water, unable to breathe, and fighting in order to stay afloat and keep swimming or break out of being encased in water. The Drowning creature must make an Endurance check to not breathe in liquid and must attempt to move or swim out until they can break for air, using all Actions in order to do so. In addition, the Drowning characters are Deafened, Silenced, Suffocating and most likely also Wet., GrappledGrappled ConditionThe target is being held by someone or something. They cannot take any movement actions while Grappled and yields Advantage when attempting to be attacked, Tripped, or Disarmed. Opponents who are Grappled and Prone yield a Disadvantage to break the Grapple., LaceratedLaceratedThe target is bleeding profusely, dealing Lacerating damage at the start of the target’s turn equal to the average damage die of the source of Laceration., MountedMounted ConditionThe target has a creature(s) that is two sizes smaller or more are climbing on it., PoisonedPoisoned ConditionPoisoned. The target takes Poison damage at the beginning of their turn based on the average damage die of poison as well as other effects of the poison., ProneProne ConditionThe target has fallen to the ground, yielding Disadvantage to their attacks and Advantage on attacks against the target. The target may use half of their movement to get up, ending the condition. Targets who are also Grappled cannot get up unless they break the Grapple., RendingRend ConditionThe target’s armor has been temporarily compromised, dropping the AC bonus to the armor., SilencedSilenced Condition The target is mute both externally and internally and is unable to cast verbal spells or communicate verbally or telepathically., StunnedStunned ConditionThe target cannot take Actions. Any attack against it yields Advantage, the target doesn’t count toward flanking, and if it is a target with natural flight it falls., SuffocatingSuffocating ConditionThe target cannot take any Actions until the beginning of their next turn. Any attack against it yields Advantage and the target doesn’t count toward flanking..
Resistances. Bludgeoning damage, Piercing damage, Slashing damage
Amorphous. The creature has a gelatinous body, giving it Resistance to Bludgeoning, Piercing, and Slashing damage. The Slime may also fit through cracks and gaps, acting as Difficult Terrain.
Merge. The creature is able to merge with others of its kind. When the creature merges with another it increases in size, gains a +2 in all abilities, increases it’s Hit Point maximum by +3, and gains the Absorptions, Immunities, Resistances, and Weaknesses of the merged creature.
Actions
Static Shock (Wis). +6 to hit Fortitude, 1d6+3 Lightning damage and the target is StunnedStunned ConditionThe target cannot take Actions. Any attack against it yields Advantage, the target doesn’t count toward flanking, and if it is a target with natural flight it falls. until the end of it’s next turn.
Lightning Bolt (Wis/60 ft Range). +6 to hit Will, 1d8+3 Lightning damage.