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Large ooze · CR 2

Ochre Jelly

Armor Class8
Hit Points45 (6d10+12)
Speed10 ft., climb 10 ft.
ChallengeCR 2 (450 XP)
STR
15
(+2)
DEX
6
(-2)
CON
14
(+2)
INT
2
(-4)
WIS
6
(-2)
CHA
1
(-5)
Resistancesacid
Immunitieslightning, slashing
Cond. ImmuneBlinded, Charmed, Blinded, Exhaustion, Frightened, Prone
Sensesblindsight 60 ft. (blind beyond this radius), passive Perception 8
Special Abilities
Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.
Reactions
Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.

Running Ochre Jelly in an encounter

As a CR 2 threat worth 450 XP, Ochre Jelly is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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