Ochre Jelly

The Ochre Jelly is a Level 5 creature, with Armor Class 12 and 150 hit points. An undulating mound of amber-colored protoplasm that hunts by sensing vibrations in dark, damp corridors.

Ochre Jelly, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

- **Motion Sense** A sewer ooze can sense nearby motion through vibration and air movement. - **Split** Whenever an ochre jelly is hit by an attack or effect that would deal slashing, piercing, or electricity damage and the ochre jelly has at least 10 HP, the jelly splits into two identical jellies with half the original's HP. One jelly is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push). - **Constrict** 1d8+3 bludgeoning plus 1d4 acid, 23 - **Ochre Acid** An ochre jelly's acid damages only flesh—not bone, stone, wood, or other materials.

Common Questions

How much HP does an Ochre Jelly have?

150 hit points.

What level is an Ochre Jelly?

Level 5.

What is an Ochre Jelly's Armor Class?

AC 12.

How fast can an Ochre Jelly move?

Speed 15 ft., climb 10 ft.

Use Ochre Jelly at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Ochre Jelly into a ZapGM campaign and customize it further.

Official stats from the Pathfinder 2e (Second Edition) System Reference Document (SRD), free to use under the ORC open license.

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