AC 8
HP 45 (6d10 + 12; bloodied 22)
Speed 15 ft., climb 15 ft., swim 15 ft.
Proficiency +2; Maneuver DC 12
Damage Immunities acid, lightning, slashing
Condition Immunities blinded, charmed, deafened, fatigue, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages —
Amorphous. The jelly can pass through an opening as narrow as 1 inch wide without squeezing.
Spider Climb. The jelly can use its climb speed even on difficult surfaces and upside down on ceilings.
Sunlight Sensitivity. While in sunlight, the jelly has disadvantage on attack rolls.
Ooze Nature. An ooze doesn’t require air or sleep.
ACTIONS
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 12). A grappled target takes 3 (1d6) acid damage at the start of each of the jelly’s turns.
REACTIONS
Split. When a Medium or larger jelly with at least 10 hit points is subjected to lightning or slashing damage, it splits into two jellies that are each one size smaller, freeing any grappled targets. Each new jelly has half the original’s hit points (rounded down).
Combat
The ochre jelly grapples passing creatures with its pseudopods. Given time, it will grab as many creatures as approach within 5 feet of it. It flees from sunlight.
Legends and Lore
With an Arcana or Nature check, characters can learn the following:
DC 10 Mindless and able to squeeze through the narrowest of cracks, oozes inhabit dank, dark places all over the world.
DC 15 There are many different types of oozes. Perhaps the strangest is the gelatinous cube: a nearly transparent ooze that engulfs dungeon explorers who stumble into it.
DC 20 Oozes dissolve any organic matter they come into contact with. Some oozes, such as black puddings, corrode metal as well.
Ochre jelly is yellow or tan and can be difficult to distinguish from clay or sandstone. It often clings to ceilings and extends a slimy pseudopod to seize passing creatures. Once its prey is in its sucking grasp, ochre jelly is as difficult to escape as quicksand. An ochre jelly quickly dissolves a creature’s flesh and then spits out indigestible bones and equipment.
As with many oozes, cutting up ochre jelly doesn’t kill it. If you hack an ochre jelly in half, you now have two problems instead of one.
1–2 DC 13 Perception check: pristine floors or walls
2 A door missing its metal hinges (gray ooze), a door missing its lower half (black pudding), or a skeleton (gelatinous cube or ochre jelly)
3 A bit of writhing ooze stuck in a crack
4 Wet and dripping walls and floors. DC 14 Investigation or Survival: The area is completely free of lichen, fungus, and other life that might thrive in this environment
Oozes lurk in sunless areas such as caverns, dungeons, and the ocean depths, as well as in areas of the Abyss and the Bleak Gate.
CR 0–2 gelatinous cube ; ochre jelly ; 1 to 3 gray oozes ; gray ooze in pit trap
Treasure flat carnelian gem carved with a lion, possibly once part of a signet ring (75 gp)
CR 3–4 black pudding ; gelatinous cube in pit trap; 2 gelatinous cubes or ochre jellies ; ochre jelly with 1d4 flying swords
Treasure flint, chalk, marble chess pieces (125 gp), malachite gem (10 gp), 1 dagger enchanted with continual flame
CR 5–10 elder black pudding ; gelatinous wall ; black pudding with walking statue or mimic
Treasure 3 sealed wine bottles containing fine wine (100 gp each), 4 amethyst gemstones (100 gp each), 2 elemental gems (fire)
Oozes are ambulatory, predatory amoeboid creatures that infest caverns and other dark places. A gelatinous cube is an ooze.