Oozes are amorphous creatures that live only to eat. They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter—living or dead. Oozes attack any creatures they encounter. They lash out with pseudopods or simply engulf opponents with their bodies, which secrete acids that help them catch or digest their prey.
All oozes have the creature type (sub-type) of Plant (ooze).
Ooze Traits. Oozes are typically mindless unless otherwise specified. Many oozes are aquatic and can also breathe air. An ooze moves by undulating across hard surfaces unless otherwise specified (similar to a snail; while oozes are aquatic, they do not swim). Most oozes detect prey using ooze senses. Oozes are amorphous which means they can flow through gaps as small as 1-inch square and are immune to piercing weapons. Oozes have plant traits.
Ooze Senses. An ooze locates it's prey through disturbances in the air and vibrations through the ground or connected surface (normally 30 ft. or out to a range of approximately 100 feet if on a hard stone-like surface). Flying creatures cannot be detected. Invisibility is ineffective against these creatures if the individual is in contact with the ground or a connected surface. An ooze in water can detect other creatures in water as if moving on a hard stone-like surface (i.e. within 100 ft.; although oozes normally cannot swim).
Environment. Underground;
Black Pudding. The black pudding is a monster composed of groups of single cells. These form a dark, wet amorphous mass covered with tiny "mouths" (orifices weeping a strong corrosive compound). These oozes are scavenger/hunters found only in underground areas normally. Black puddings sometimes have color variation, grey, brown, and white being not uncommon. Black puddings with 10-20 hit points are about 5 feet in diameter, those of 21-40 hit points are 6-ft. , 41-60 are 7-ft., and 61-80 are 8-ft.
Brown Pudding. A variety of the black pudding, the brown pudding is found only in temperate and subtropical marshes or swamps.
Dun Pudding. A variety of the black pudding, the dun pudding is found only in warm, dry, arid regions. It is light tan or brown in color.
Gelatinous Cube. One of the dungeon’s most unusual and specialized predators, gelatinous cubes spend their existence mindlessly roaming dungeon halls and dark caverns, swallowing up organic material such as plants, refuse, carrion, and even living creatures. Materials the cube cannot digest, such as metal and stone, can eventually fill up the creature’s mass with such detritus, and at times the creature may excrete some of this material out of its body. Often the treasure and possessions of past victims remain inside the gelatinous cube, leaving a ghostly impression of their material remains.
Gelatinous cubes are generally 10 feet to a side and weigh upward of 15,000 pounds, though subterranean explorers report larger specimens trawling the deepest caves and corridors. In locations with plentiful sources of food, gelatinous cubes can exist for hundreds of years, if not thousands. However, if denied organic material for more than 6 months, a gelatinous cube begins shrinking. Eventually this stresses its walls and the creature leaks rapidly evaporating slimy liquid until its body collapses and disappears completely.
Gray Ooze. Gray ooze is a slimy horror which inhabits subterranean places. It closely resembles wet stone or sedimentary cave formations. Large specimens (those with at least 24 hp) are larger than a full grown man, a exceptionally large specimens (those with at least 27 hp) are fully 3-ft. wide and 12-ft. long, although only about 6 or 8 inches thick.
Mustard Jelly. Mustard jelly appears to be a yellowish-brown form of the ochre jelly and is thought to be a distant relative of said creature. However, the mustard jelly is far more dangerous than its supposed relative because it is intelligent. The mustard jelly gives off a faint odor of mustard plants to a range of 20 feet. Though it possesses intelligence, a mustard jelly cannot speak. A mustard jelly attacks by forming a pseudopod from its body and reaching out to dissolve flesh. Being intelligent, mustard jellies will not hesitate to flee from stronger foes, able to split itself to move faster (and if one half is destroyed, the other will re-grow over time).
Ochre Jelly. Ochre jellies are animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. At rest, their flat, pulsing bodies stand roughly 6 inches tall and can stretch out to a wide diameter—in motion, they often ball up into quivering spherical shapes and almost seem to roll as they move. Their malleable bodies allow them to seep through cracks and holes far smaller than the space they fill. An ochre jelly’s highly specialized acid only dissolves flesh. Ochre jellies stand about 6 inches tall, spread out to a little over 6 feet in diameter, and weigh upward of 800 pounds. When in combat, they tend to pile up upon themselves and exude long, dripping pseudopods to slither over anything that moves.
Slithering Tracker. The slithering tracker is an amorphous and transparent creature that inhabits dark underground areas of the world. Unlike other oozes, the slithering tracker does not feed on organic matter. It survives by devouring living creatures. A typical slithering tracker is 2.5 feet long and has a thickness of about 6 inches. A slithering tracker prefers to attack sleeping, helpless, or immobile opponents. Typically, this is done by following creatures it encounters until they sleep or rest (it will only otherwise attack if encountered in it's lair or detected and attacked). Once it paralyzes an opponent, the slithering tracker drains its body fluids. The tracker, now sated, slithers off to digest its meal. All that’s left of the opponent is a desiccated husk. Slithering trackers are not harmed by bright light, but still prefer to avoid areas of intense illumination or natural sunlight, and so only venture above ground at night. They prefer the cool, damp environment of their native caves and tunnels. Although intelligent and cunning, slithering trackers are entirely alien creatures and do not choose to communicate with other creatures.
Symbiotic Jelly. The symbiotic jelly is a small, sickly yellow blob of slimy ooze about 3 inches in diameter. It is found in subterranean realms, caverns and damp, dark caves. The symbiotic jelly possesses several mental abilities that it uses to assail its foes. When a living creature moves within 30 feet, the jelly attempts to charm it (as if by the charm monster spell, caster level 6th). If the saving throw is successful, the victim feels a tingling sensation but nothing more—the jelly cannot attempt its charm ability more than once per day on the same target. Failing the save causes the creature to fall under the symbiotic jelly’s sway. A creature can make an attempt to save again (as per the spell). The symbiotic jelly draws sustenance from the act of killing. Thus, the jelly telepathically orders the victim to remain in its lair and attack the next living creature that venture into the area. The jelly uses its innate illusion powers to create the appearance of a treasure hoard, as well as making its host appear to be a much weaker monster or an entirely different monster altogether. Should the host be slain, the symbiotic jelly attempts to charm the creature that killed its host and use it to replace its former host. The symbiotic jelly, if it can be found, is easily destroyed by an application of acid, cold or fire.
White Pudding. A variety of the black pudding, the white pudding is found only in cold, frigid lands. It is white in color and uses this to its advantage by ambushing its prey.
Neutral (Small to) Large Monster (ooze, plant)
FREQUENCY: Uncommon
NO. APPEARING: 1 to 1-4 (VII. 1)
SURPRISE: 33%
SENSES: ooze senses
ARMOR CLASS: 6
MOVE: 6"
HIT DICE: 10 (hp 45)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 10
MELEE: engulf-attach (3d8)
SPECIAL ATTACKS: dissolve wood and metal - Hits As: +3
SPECIAL DEFENSES: immune to cold, immune to lightning bolts, corrosion, DR/split
WEAKNESS: mindless, shuns fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: VII (XP 1,350 + 14 per hp)
The black pudding is a monster composed of groups of single cells. It is a scavenger/hunter found only in underground areas normally. Black puddings sometimes have color variation, grey, brown, and white being not uncommon.
The body structure of a black pudding is such that it can pass (flow) through narrow openings (such as a 1" crack under a door). The monster travels equally well on walls or ceilings as well as floors.
Its tiny mouths and saliva do 3-24 hit points of damage per melee round to exposed flesh.
If the monster needs to dissolve wood in order to obtain food, it can eat away about a two inch thickness of wood equal in area to its diameter in 1 melee round.
Black puddings also eat away metal with their corrosive saliva:
— Chainmail in 1 melee round,
— plate mail in 2, and
— an additional melee round for magical armor at a rate of 1 melee round for each plus of armor.
Thus, +1 magic (plate) armor would have to be in contact with a black pudding for 3 melee rounds before it dissolved.
If chopped or struck, the monster is broken into two or more parts, each able to attack.
The same is true if it is attacked by lightning.
Cold does not affect it. Fire causes normal damage to this monster, and they avoid flames.
Black puddings with 10-20 hit points are about 5-ft diameter, those of 21-40 hit points 6-ft, 41-60 are 7-ft, and 61-80 are 8'-ft.
Note that even those of the smallest size (or those as small as 1-ft diameter) are able to deliver normal damage. This is due to the fact that larger puddings simply do not use all of their mouth openings as they are not exposed.
Campaign Rule. A pudding can 'see' visible things out to 90-ft. A black pudding that hits a target has attached itself to it and does damage to the creature once any armor is dissolved (if mundane non-metal armor is worn, this will be at the end of the same round the creature strikes). If a black pudding is split before it attacks in a round, only one of the split puddings can attack that round. Split puddings halve the hit points. In order to escape an attached pudding, it must be burned or killed (attacks that cause it to split may hit the victim and one of the pieces will continue to be attached). Small ammunition strikes (arrows, bolts, bullets, etc.) won't damage or split a black pudding of any size. Weapons striking a black pudding must make an item saving throw vs Acid (due to the strength of the pudding's corrosive quality) when they strike or be destroyed.
Neutral (Small to) Large Plant (aquatic, ooze) (3-ft. to 8-ft. diameter)
FREQUENCY: Uncommon
NO. APPEARING: 1 or 1-4
SURPRISE: Cannot be surprised within sensory range
SENSES: ooze senses
ARMOR CLASS: 5
SPEED: 60 ft.; climb 60 ft. (inverted)
HIT DICE: 11 (hp 49)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 10
MELEE: pseudopod (corrosion, 5d4)
SPECIAL ATTACKS: corrosion; Hits As: +4
SPECIAL DEFENSES: immune to acid, cold, electricity, and weapon damage; corrosion, mindless (+3), ooze traits, split
WEAKNESS: cannot charge; mindless, shuns fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: VIII (XP 1,600+16 per h.p.)
Corrosion. [acid] A brown pudding that touches organic things will corrode them. Flesh will take 5d4 acid damage on a successful strike (no save). Leather or other organic items are destroyed, even if magical (no save). Non-metal (fully) wooden weapons striking the pudding will be destroyed by the ooze's corrosion ability.
Immune to Weapon Damage. See split.
Split. (major) If struck by a non-piercing weapon (or a lightning bolt), the ooze will split into two different sized oozes. While the ooze is immune to this damage, record the damage done. When the ooze splits, there will be one pudding with hit points equal to the damage and one equal to the remaining hit points. The minimum size will be 5 hit points in any case. An ooze with 5 or less hit points will not split further. Each ooze will attack and fight independently thereafter. No matter the size of the ooze, each attack is as an 11 HD monster and has the same effect and damage as the original. An ooze that is split cannot take any actions for the remainder of the round.
Neutral (Small to) Large Plant (ooze)
FREQUENCY: Rare
NO. APPEARING: 1-3
SURPRISE: Cannot be surprised within sensory range
SENSES: ooze senses
ARMOR CLASS: 7
SPEED: 120 ft.; climb 60 ft.
HIT DICE: 8+1 (hp 44)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 12
MELEE: contact (corrosion, 4d6)
SPECIAL ATTACKS: corrosion; Hits As: +2
SPECIAL DEFENSES: enhanced (+1), immune to acid, cold, electricity, piercing weapons, and non-piercing weapon damage; corrosion, mindless (+3), ooze traits, split
WEAKNESS: cannot charge; mindless, shuns fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: VIII (XP 1,000+12 per h.p.)
Corrosion. [acid] A dun pudding that touches metal objects or organic things will corrode them. Flesh will take 4d6 points of acid damage on a touch (no save). Leather or other organic items are destroyed, even if magical (no save). Metal objects must save vs. Acid or be destroyed. Magical items without pluses (or non-metal items with pluses) can survive being touched twice before being destroyed by a third contact. Non-armor metal items with pluses can survive one touch per plus before saving throws for destruction are required. Plate armor can survive 3 touches before beginning to make saves. A creature wearing metal armor will not take damage until the armor is destroyed. Creatures wearing non-metal armor or outer layers of clothing (e.g. tabards or robes) will take damage and the armor or garment will be destroyed by the contact (magic pluses protect both the wearer and the armor). If wearing a cloak, the wearer can make a Dexterity save vs. Petrify to avoid contact. Boots will not typically be harmed unless treading on the ooze. Metal weapons that strike the ooze must make a saving throw as per metal items above. Non-metal (fully) wooden weapons will be destroyed by the ooze's corrosion ability.
Immune to Weapon Damage. See split.
Split. (major) If struck by a non-piercing weapon, the ooze will split into two different sized oozes. While the ooze is immune to this damage, record the damage done. When the ooze splits, there will be one pudding with hit points equal to the damage and one equal to the remaining hit points. The minimum size will be 5 hit points in any case. An ooze with 5 or less hit points will not split further. Each ooze will attack and fight independently thereafter. No matter the size of the ooze, each attack is as an 8+1 HD monster and has the same effect and damage as the original. An ooze that is split cannot take any actions for the remainder of the round.
Neutral Man-sized to Large Plant (aquatic, ooze)
FREQUENCY: Rare
NO. APPEARING: 1-2
SURPRISE: Cannot be surprised within sensory range; Others Automatic (+34%; transparent)
SENSES: ooze senses
ARMOR CLASS: 8
SPEED: 10 ft.; swim 30 ft.
HIT DICE: 4 (hp 18)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: contact (corrosion, 4d4 acid) plus paralysis
SPECIAL ATTACKS: corrosion, paralysis; Hits As: Normal
SPECIAL DEFENSES: transparent, immune to acid, cold, fire, piercing weapons, and spells; corrosion, mindless (+2), ooze traits; DR/- (1 point)
WEAKNESS: cannot charge; mindless
MAGIC RESISTANCE: See description
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: IV (XP 225+4 per h.p.)
Corrosion. [acid] A crystal ooze that touches organic things, including wood, will corrode them. Flesh will take 4d4 points of acid damage on a touch (no save). Leather or other organic items are destroyed (no save). Hard, wooden objects must save vs. Acid or be destroyed. Magical items can survive one touch per plus before being destroyed, or if wooden, beginning to make saving throws (or two touches if the magic item has no pluses). Creatures wearing non-metal armor or outer layers of clothing (e.g. tabards or robes) will take damage and the armor or garment will be destroyed by the contact (magic pluses protect both the wearer and the armor). If wearing a cloak, the wearer can make a Dexterity save vs. Petrify to avoid contact. Boots will not typically be harmed unless treading on the ooze. Metal armor will not be corroded but does not offer any special protection from the ooze's contact attack. Metal weapons that strike the ooze will not be corroded. A creature that is corroded to -20 hit points is completely consumed/gone.
Damage Resistance. A crystal ooze is immune to piercing weapons and takes only 1 point of damage from any other weapon.
Immune to Spells. A crystal ooze is immune to all spells or spell-like abilities unless they cause electricity or force damage.
Paralysis. [poison] A crystal ooze that causes damage to a creature with corrosion damage requires that creature to make a save vs. Poison or be paralyzed for 5d4 rounds.
Transparent. A crystal ooze is transparent in water and can only be detected 25% of the time (d%; 01-25). If undetected, the ooze is considered invisible.
Neutral Large Plant (ooze) (10 ft. cube)
FREQUENCY: Uncommon
NO. APPEARING: 1 (III. 1)
SURPRISE: 30%; Others Automatic (+17%; transparent)
SENSES: ooze senses
ARMOR CLASS: 8
SPEED: 60 ft.
HIT DICE: 4 (hp 18)
% IN LAIR: nil
TREASURE TYPE: Usually J, K, L, M, N, Q as well as a potion, dagger, or similar items. Material will remain in the cube for 1-3 weeks before being ejected.
ATTACK AC 0: 16
MELEE: contact (enzymes, 2d4 acid) plus paralysis or engulf
SPECIAL ATTACKS: engulf, enzymes, paralysis; Hits As: normal
SPECIAL DEFENSES: transparent, immune to acid and piercing weapons; resist (cold, see description); mindless (+1), ooze traits
WEAKNESS: cannot charge; cannot make free attacks or immediate attacks, mindless
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: IV (XP 312 or 240+4 per h.p.)
Can Move and Attack. A gelatinous cube and move and make a contact attack in the same round.
Engulf. [complex] Paralyzed prey will be engulfed over the course of 1 round (no save). See Engulf Procedure below.
Enzymes. [acid] Only affects organic material. Hard organic material (e.g. hard wood, bone) is digested only if contact continues for 10+ rounds (or longer in some cases). A gelatinous cube that touches soft organic things will begin to digest them. Flesh will take 2d4 points of acid damage on a touch (no save). An engulfed creature will take 2d4 acid damage each round from enzymes (no save). Organic items exposed to enzymes, cloth, leather, hemp, or soft wood, must save vs. Acid each round or become broken and a second missed save means the item is destroyed. Magical items ignore the first round of contact (or 1 round per plus). Hard organic material (e.g. hard wood, bone) is digested only if engulfed for 10+ rounds (or longer in some cases). Metal objects are unaffected by the enzymes and will be expelled slowly over the course of several days. A creature that is completely digested (-20 hit points) is completely consumed/gone.
Paralysis. [paralysis, poison] (immediate) A gelatinous cube that causes damage to a creature with it's enzymes requires that creature to make a save vs. Poison or be paralyzed for 5d4 rounds.
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 gain the delayed condition, and the damage done by it's enzymes drops to 1d4 acid damage (no paralysis). The duration is equal to the number of damage dice in rounds or level of the spell (or, failing all this, the hit dice of the creature attacking) in rounds if damage dice does not apply.
Transparent. A gelatinous cube is transparent and can only be detected 50% of the time (d%; 01-50). If undetected, the ooze is considered invisible.
STUNJELLY. A stunjelly is a gelatinous cube that can camouflage itself as stone. It can position itself against a wall or in front of a corridor entrance (hiding it). In areas of natural or worked stone, it has a +40% chance to surprise others and will attack any creature that enters melee range.
GELATINOUS CUBE ENGULF PROCEDURE
The cube begins the round with a paralyzed creature in melee range. (For initiative purposes, a gelatinous cube is considered to always declare an engulf activity if a paralyzed creature is in melee range).
Over the course of the round (but technically beginning on the cube's turn in initiative order), the cube engulfs the paralyzed creature as a complex activity. During this time, the paralyzed creature is partially engulfed. A cube can engulf up to 8 Man-sized creatures (or 16 Small or 1-4 Large creatures, per the GM).
Allies of the partially engulfed, paralyzed creature can attempt to free the creature by dragging it away from the ooze.
Any creature attempting to grab the paralyzed creature or that assists one do so (no attack roll necessary) must make a Dexterity save vs. Petrify or be contacted by the 'cube's enzymes and must save vs. paralysis (as above).
The first creature that attempts to drag the partially engulfed creature away must roll a major Strength check to succeed (major action). Each ally that assists adds +10% to the roll.
If the paralyzed creature is freed, the cube must wait until the succeeding round to attempt to engulf it again.
Next round, if the paralyzed creature's allies win initiative, they can drag their comrade out of melee range, and the cube cannot engulf it. The cube can attempt to (contact) attack another creature in melee range or move and attack.
Neutral Man-sized to Large Plant (aquatic, ooze)
FREQUENCY: Rare
NO. APPEARING: 1-3 (IV. 1)
SURPRISE: Cannot be surprised within sensory range; Others +34% (camouflage)
SENSES: ooze senses
ARMOR CLASS: 8
SPEED: 10 ft.; climb 10 ft.
HIT DICE: 3 + 1 (hp 14)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: contact (corrosion, 2d8)
SPECIAL ATTACKS: corrosion; Hits As: Normal
SPECIAL DEFENSES: immune to acid, cold, fire, piercing weapons, and spells; corrosion, mindless (+2), ooze traits
WEAKNESS: cannot charge; mindless
MAGIC RESISTANCE: See description
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: IV (XP 200+5 per h.p.)
Corrosion. [acid] A gray ooze that touches metal objects or non-wooden organic things will corrode them. Flesh will take 2d8 points of acid damage on a touch (no save). Leather or other organic items are destroyed (no save). Metal objects must save vs. Acid or be destroyed. Magical items without pluses (or non-metal items with pluses) can survive being touched twice before being destroyed by a third contact. Non-armor metal items with pluses can survive one touch per plus before saving throws for destruction are required. Plate armor can survive 3 touches before beginning to make saves. A creature wearing metal armor will not take damage until the armor is destroyed. Creatures wearing non-metal armor or outer layers of clothing (e.g. tabards or robes) will take damage and the armor or garment will be destroyed by the contact (magic pluses protect both the wearer and the armor). If wearing a cloak, the wearer can make a Dexterity save vs. Petrify to avoid contact. Boots will not typically be harmed unless treading on the ooze. Metal weapons that strike the ooze must make a saving throw as per metal items above. Non-metal (fully) wooden weapons will be destroyed by the ooze's corrosion ability.
Immune to Spells. A gray ooze is immune to all spells or spell-like abilities unless they cause electricity damage.
Psionic Gray Ooze. Very rarely, an exceptionally large gray ooze will achieve a strange sort of hive mind sentience functioning as at an Intelligence rating of at least Average. While the creature is not mindless, the hive mind cannot be targeted as an individual as it relates to mind affecting effects. These creatures gain a latent psionic power allowing them to attack any individual using psionic magic within 60 feet with a mind blast attack (see Mind Flayer).
Neutral Large Plant (ooze) (9-ft to 12-ft diameter)
FREQUENCY: Rare
NO. APPEARING: 1
SURPRISE: 33%
SENSES: ooze senses
AURA: toxic vapor (10-ft radius)
ARMOR CLASS: 4
MOVE: 9"
HIT DICE: 7 + 14 (hp 46)
% IN LAIR: 35%
TREASURE TYPE: nil
THAC0: 12
MELEE: pseudopod (5d4 acid damage)
SPECIAL ATTACKS: divide - Hits As: +2
SPECIAL DEFENSES: immune to acid and electricity, immune to magic missile, resist cold (half), DR/+1 (magic-none)
WEAKNESS: cannot charge
MAGIC RESISTANCE: 65%
INTELLIGENCE: Average (8-10)
MORALE: +49%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: VI (XP 825 + 18 per hp)
The mustard jelly is a strain of, or perhaps a relative of, the ochre jelly. The monstrous amoeboid mustard jelly, however, is far more dangerous. The only clue to its presence is a faint odor not unlike that of blooming mustard plants. That and its translucent yellowish-brown color give it its name.
Normally, a mustard jelly attacks by forming a pseudopod of its acidic substance and striking with it.
Those nearby must save vs. poison each round, however, for the monster exudes a vapor within a 10-foot radius, and this toxic stuff causes victims to become lethargic and move at half-normal speed unless they save against the effect. Toxic effects last 2 rounds and are cumulative.
This large ceature is able to divide itself into 2 smaller, faster halves (move 12-18"). Each is capable of attacking as well, but each has only half the hit points of the whole. A mustard jelly can, for example, flow into a room, divide itself into halves which are able to attack independently and simultaneously, and then form itself into torus-shape in order to surround a pillar which its prey has climbed.
It cannot move through small spaces, however, and it cannot move along ceilings as an ochre jelly can.
Mustard jelly is impervious to normal weapons, and electrical attacks and magic missiles cause it to grow. The mustard jelly gains hit points equal in number to the damage rolled.
Cold causes only half damage; other attack forms are normal.
Although not unintelligent, mustard jelly is not known to value treasure of any sort. Of course, it is possible that some treasure might remain after a victim has been devoured.
Neutral Man-sized Plant (ooze)
FREQUENCY: Uncommon
NO. APPEARING: 1-3 (III. 1)
SURPRISE: Cannot be surprised within sensory range
SENSES: ooze senses
ARMOR CLASS: 8
SPEED: 30 ft.; climb 30 ft. (inverted)
HIT DICE: 6 (hp 27)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 13
MELEE: contact (3d4 acid damage)
SPECIAL ATTACKS: none; Hits As: +1
SPECIAL DEFENSES: immune to acid and piercing weapons; resist (electricity; split), mindless (+2), ooze traits
WEAKNESS: cannot charge; mindless
MAGIC RESISTANCE: See description
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: IV (XP 200+5 per h.p.)
Neutral Small Plant (ooze) (2.5-ft. long)
FREQUENCY: Rare
NO. APPEARING: 1 (V. 1)
SURPRISE: Cannot be surprised within sensory range; Others Automatic (+50%; stealthy, transparent)
SENSES: ooze senses
ARMOR CLASS: 5
SPEED: 120 ft.; climb 120 ft.
HIT DICE: 5 (hp 22)
% IN LAIR: 10%
TREASURE TYPE: In Lair C
ATTACK AC 0: 15
MELEE: contact (paralysis)
SPECIAL ATTACKS: paralysis; Hits As: +1
SPECIAL DEFENSES: transparent; immune to piercing weapons; ooze traits
WEAKNESS: cannot charge
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +25%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: V (XP 280+5 per h.p.)
Paralysis. [poison] A slithering tracker that touches a creature requires that creature to make a save vs. Poison or be paralyzed for 60 rounds. During this time, the 'tracker will draw out and consume the prey's bodily fluids, killing it (the paralyzed creature will lose 10% of it's hit points every 6 rounds while the 'tracker feeds).
Transparent. A slithering tracker is transparent and can only be detected 5% of the time (d%; 01-05). If undetected, the ooze is considered invisible. The tracker's movement is near silent.
Neutral Small Plant (ooze) (3-inches diameter)
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: Cannot be surprised within sensory range; Others Automatic (+50%; tiny)
SENSES: ooze senses
ARMOR CLASS: 8
SPEED: 10 ft.; climb 10 ft.
HIT DICE: 2 (hp 9)
% IN LAIR: 100%
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: none
SPECIAL ATTACKS: illusion, spell-like abilities; Hits As: Normal
SPECIAL DEFENSES: immune to weapon damage, ooze traits;
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +10%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LANGUAGES: telepathy (100-ft.)
LEVEL: III (XP 65+2 per h.p.)
Spell-like Abilities. (CL 6)
At-will—charm monster (only one creature at a time)
Illusion. [spectral] (major) A symbiotic jelly can produce an illusion of treasure or similar items of value using the equivalent of the spell, permanent illusion. The jelly can also change the appearance of any creature charmed by it, using this illusion capability to make the creature appear to be a weaker creature (to better lure those seeking it's treasure). This use is a [seeming] effect and works in a similar fashion as change self spell without it's limitations. All disbelief saves against the creature's illusions suffer a -7 penalty to the saving throw.
Neutral (Small to) Large Plant (ooze)
FREQUENCY: Rare
NO. APPEARING: 1-3
SURPRISE: Cannot be surprised within sensory range; Others: +50% (ice or snow)
SENSES: ooze senses
ARMOR CLASS: 8
SPEED: 120 ft.; climb 60 ft.
HIT DICE: 9 (hp 40)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 12
MELEE: pseudopod (corrosion, 7d4)
SPECIAL ATTACKS: corrosion; Hits As: +3
SPECIAL DEFENSES: immune to acid, cold, electricity, piercing weapons, and non-piercing weapon damage; corrosion, mindless (+3), ooze traits, split
WEAKNESS: cannot charge; mindless, shuns fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: +0%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: VIII (XP 1,200+12 per h.p.)
Corrosion. [acid] A white pudding that touches organic things will corrode them. Flesh will take 7d4 acid damage on a successful strike (no save). Leather or other organic items are destroyed, even if magical (no save). Non-metal (fully) wooden weapons striking the pudding will be destroyed by the ooze's corrosion ability.
Immune to Weapon Damage. See split.
Split. (major) If struck by a non-piercing weapon (or a lightning bolt), the ooze will split into two different sized oozes. While the ooze is immune to this damage, record the damage done. When the ooze splits, there will be one pudding with hit points equal to the damage and one equal to the remaining hit points. The minimum size will be 5 hit points in any case. An ooze with 5 or less hit points will not split further. Each ooze will attack and fight independently thereafter. No matter the size of the ooze, each attack is as a 9 HD monster and has the same effect and damage as the original. An ooze that is split cannot take any actions for the remainder of the round.