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.
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.
Drop. Melee Weapon Attack: +4 to hit, one creature directly underneath the jelly. Hit: 3 (1d6) bludgeoning damage per 10 feet fallen, up to 21 (6d6). Miss: The jelly takes half the normal falling damage for the distance fallen.
Solidify. When a jelly shares a space with another creature or is hit by a melee attack, it can harden its body, trapping the creature or weapon within it. When it solidifies, the jelly gains +2 to its armor class. Anything trapped inside the jelly requires a DC 12 Strength check to free. A creature that starts their turn with part of their body inside the solidified jelly is restrained.
Description
Perched high in a tree or oozing over the ledge of an abandoned tower, the Amber Jelly is a patient ambush hunter. Dropping from great heights the jelly lands on its prey, instantly solidifying its body and trapping it within in an attempt to smother and suffocate it.
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Posted Jan 26, 2021It’s cool and I like it, but I think the solidify reaction needs some work (see below) and I think that the drop should deal some acid damage.
Solidify. When a jelly shares a space with another creature, it can harden its body, trapping the creature within it. While solidified, the jelly gains +2 to its armor class and its speed is halved. The jelly can return to its normal, gelatinous form as a bonus action. Any creature currently inside the jelly when it solidifies must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the jelly. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
On a failed save, the creature takes 10 (3d6) acid damage and is trapped. The trapped creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the jelly's turns. When the jelly moves, the trapped creature moves with it.
A trapped creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the jelly. If a trapped creature escapes, the jelly returns to its normal form.
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Posted Jun 11, 2021I love this. I fully agree with Dragonslayer9.