Large Ooze, Unaligned
Armor Class 9 Natural Armor
Hit Points 190 (20d10 + 90)
Speed 20 ft., Climb 20 ft.
STR
17 (+3)
DEX
5 (-3)
CON
18 (+4)
INT
1 (-5)
WIS
6 (-2)
CHA
1 (-5)
Skills Athletics +7, Stealth +0
Damage Immunities Acid, Fire, Lightning, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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.

Regeneration. The jelly regains 10 hit points at the start of its turn. If the jelly takes cold damage, it only regains 5 hit points. The jelly dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Grappler. The jelly has advantage on attack rolls against any creature grappled by it.

Explosive Splitting. The jelly's chemical makeup can be very reactive. The first time a jelly is subjected to fire damage it explodes. The jelly is destroyed and each creature within 15 feet of the jelly must make a DC 15 Dexterity saving throw or take 8d6 fire damage. On a successful save, a creature will take half the damage.

On a failed save, 1d4 Tiny burning jellies stick to a creature. As long as a creature has at least one Tiny burning jelly stuck to it, it will take 2d8 fire damage on the jelly's turn. A Tiny jelly has 25 hit points and retains all its features except Explosive Splitting but cannot attack. A Tiny jelly is removed if it is reduced to zero hit points or if a creature succeeds on a Strength (Athletics) check contested by the jelly's Strength (Athletics) check.

Actions

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) 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.

Sticky Embrace. A jelly can attempt to grapple a creature that tries to leave its reach.

Habitat: Underdark

Noble22

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