| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 6 | −2 | −2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 6 | −2 | −2 |
| CHA | 1 | −5 | −5 |
Amorphous. The jelly can move through a space as narrow as 1 inch without expending extra movement to do so.
Spider Climb. The jelly can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Withering Contact. When the jelly hits a creature with its Pseudopod attack, the target must succeed on a DC 14 Constitution saving throw or gain 1 level of exhaustion.
Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 12 (2d6 + 2) Necrotic damage.
Fortification. Trigger: When hit, the blood jelly gains a +3 on its AC for the rest of the round
Description
The creature is a low, heaving mass of dark red fluid, thick as syrup and shot through with blackened veins. It moves in slow, dragging pulses, like something trying to remember how to beat. Its surface is semi-translucent in places, revealing layers of clotted tissue and suspended fragments within.
As it shifts, shapes press outward from inside. Faces form for a moment, mouths open in silent screams, then dissolve back into the mass. Limbs, ribs, and scraps of armor drift within it, caught like debris in a current.
Where it touches the ground, it leaves smeared streaks of wet crimson. The air around it smells of iron and rot, heavy and metallic. When it lashes out, strands of blood stretch and snap like tendons, snapping back into its body with a sickening pull.
Comments