Mindless. This creature is immune to mind-affecting magic. Mindless creatures make saving throws as if they were half of their listed hit dice with the exception of poison or death magic saves. The creature will use tactics instinctively, normally attacking the nearest opponent (or if several, one picked at random). Unless attacked by more than one opponent, it then attacks the same creature until it's prey drops—then it uses one round of coup de grace attacks before beginning to consume it (unless the description notes a different behavior). Otherwise, a mindless creature will attack the same opponent until it is damaged in melee by another opponent. The creature will then attack the opponent that last damaged it until it drops as noted above. Mindless creatures will only attack those not in melee unless all creatures in melee have dropped and are not moving. If a mindless creature has a special attack not related to it's melee weapons, it will use that attack if it rolls under 51% in any new round unless the description of the creature notes otherwise. Area attacks will target melee range creatures first and any creatures outside of melee range will be incidental (simplest placement to hit melee combatants or, if necessary, random placement of the ability). Some mindless creatures will have a preference in terms of prey (for example, attacking smaller creatures first) and this must be assessed when determining the creature's actions. Mindless creatures do not use regular rules for morale. A mindless creature always has a flat 50% for morale and begins checking for morale once it has reached under 50% of its hit points in damage unless the description states otherwise. A mindless creature cannot communicate with creatures not of it's type (and even then only at a very basic level; e.g. Threat Perceived, Food, etc.), has no languages, and has an Intelligence Rating of "Non-" (effectively "0").
Ooze Senses. An ooze locates it's prey through disturbances in the air and vibrations through the ground (out to a range of approximately 100 feet if on hard stone). Invisibility is ineffective against these creatures.
Paralyzation. If a gelatinous cube touches (hits) any creature, it must Paralysis save vs. Poison or become paralyzed ("anesthetized") for 5d4 rounds (a save negates). The ’cube then surrounds the victim (a major action requiring 10 segments to complete fully), secretes digestive fluids, and digests a meal. Damage caused to opponents is due to the digestive secretions (doing 2d4 damage per round to those being digested). During the round a 'cube is engulfing it's victim, a partially surrounded victim is considered to be grappled (and other may attempt to free them with an opposed grapple check—pulling them free). A grapple check missed by 5 or more allows the cube to attempt a free touch attack against the grappler. The only way to free an engulfed victim is to destroy the cube.
Resistance to Cold. Cold will have no effect on these monsters unless they fail their saving throw (or the attack offers no save). If this occurs, the 'cube will move at half speed, will be delayed (+1d6 segments) in combat, and the damage done by the gelatinous cube's attack drops to 1d4 damage and it will not paralyze foes. The duration is equal to the number of damage dice in rounds or level of the spell (or, failing all this, hit dice of the creature attacking) in rounds if damage dice does not apply.