Green Jelly

Jellies made from poisons that were mixed together and then congealed into one semi-solid and moving mass.

Green Jelly

Intensity: 0.2 (Standard Human)

True Neutral; Small; Ooze (Jelly)

Defense

Fortitude Defense: 17 ; Reflex Defense: 5 ; Will Defense: 4

HP: 46 (40 + 6 (Con) ) ; Damage Threshold: 17

DR: DR 5/Slashing or Bludgeoning

Offense

Speed 3 sq.

Melee Slam +5 (1d4+3 plus Green Rot)

Space 1 sq. ; Reach 1 sq.

Statistics

STR 3, Dex -6, Con 3, Int -, Wis -6, Cha -6

Attack Bonus +1 ; Casting Stat: None ; MP: 0

Feats None

Skills None

Language None

Special Green Rot, Poison Absorption

Green Rot (Ex)

A Green Jelly's slam attacks carry a specialized neurotoxin made for stopping ones nervous systems. An additional attack is made against the slammed opponent's Fortitude Defense (using the same attack roll). On a successful hit, the target is sickened and takes a -2 to all d20 rolls for 2 rounds.

Poison Absorption (Ex)

When struck with a poison, a Green Jelly becomes a carrier for that poison and delivers it in place of their Green Rot once. Afterwards the poison is spent and they use Green Rot once more. They use their attack or the attack modifier used to deliver the poison, whichever is higher.

Miscellaneous Information

Environment any

Organization solitary or pair

Universe any

Treasure none